AC 18 (full plate)
HP 104 (16d8 + 32; bloodied 52)
Speed 30 ft.
Proficiency +2; Maneuver DC 13
Saving Throws Str +5, Wis +3
Skills Athletics +5, Engineering +4, Intimidation +4, Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages Common, Goblin
Formation Movement. If the hobgoblin begins its turn within 5 feet of an ally that is not incapacitated , its movement doesn’t provoke opportunity attacks .
Bloodied Rage. While bloodied , the warlord can attack four times with its greatsword or twice with its javelin when it uses Multiattack but no longer gains the benefit of its Military Training trait.
Elite Recovery. At the end of each of its turns, while bloodied, the hobgoblin can end one condition or effect on itself. It can do this even when unconscious or incapacitated .
Military Training. The hobgoblin has advantage on ability checks to make a tactical, strategic, or political decision.
ACTIONS
Multiattack. The hobgoblin attacks twice with its greatsword.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Officer’s Command (1/Day). The hobgoblin inspires creatures of its choice within 30 feet that can hear and understand it and that have a Challenge Rating of 2 or lower. For the next minute, inspired creatures gain an expertise die on attack rolls and saving throws . A creature can benefit from only one Officer’s Command at a time.
Combat
The hobgoblin captain uses its Officer’s Command as soon as melee combat begins. It enters melee combat as soon as it can, staying close to allies. It looks for advantages that can be found from cover , darkness , flanking, or terrain . It organizes a safe retreat if it thinks it can fight more effectively later.
Names
Attalauth, Belisur, Drutalos, Glargoth, Kotlon, Quellus, Skariis, Urux, Zellord, Ziuth
Legends and Lore
With a History or Nature check, characters can learn the following:
DC 10 Hobgoblins are formidable humanoids with fangs and pointed ears. Their culture is overtly expansionist: over the centuries, numerous hobgoblin empires have threatened to conquer the world.
DC 15 Every member of hobgoblin society belongs to a legion, a dynastic clan that doubles as a military unit. Hobgoblins are fanatically loyal to their legion, with few exceptions.
DC 20 Hobgoblin warlords are brilliant tacticians and often direct wolves, elephants, or even trained dinosaurs to fight alongside their troops in battle.
Hobgoblin armies and nations are ruled by strong, well-educated warriors that are cunning in war and wise in politics.
Lone Behavior
1 Scouting
2 Looking for lost companions
3 Exiled from fellows
4 Carrying a message
Group Behavior
1 Patrolling: if it spies trespassers, will send messengers to a larger group
2 Returning from a successful raid
3 Setting out on a raid
4 The leader is eager for glory in battle or a one-on-one duel
5 Burning an outpost or farm
6 Hunting for wild beasts to subdue and train; may have already captured an owlbear or cave bear
7 Fleeing from a lost battle; eager to join forces against a common foe
8 Have been hired as mercenaries to guard the border of a human noble’s land
9 Guarding an outpost or escorting a caravan
10 Setting out to join a larger army
1 Boot tracks
2 Distant orders yelled in Goblin
3 A recent campsite or camp, very neat
4 A distant glint of metal or firelight
5 A warhorn
6 Ground trampled by many boots
7 Pillaged and burned village or caravan
8 Goblin sentries
Hobgoblins have boots on the ground everywhere but favor warmer climes.
CR 0–2 1 or 2 hobgoblins ; hobgoblin with 1 or 2 goblins
Treasure 65 gp, 150 sp, lute
CR 3–4 3 or 4 hobgoblins ; 3 hobgoblins with bugbear , death dog , or raven ; hobgoblin captain
Treasure 150 gp, detailed local map (75 gp), bundle of hobgoblin epic poetry (25 gp), potion of healing , 5 1 arrows
CR 5–10 hobgoblin captain with 1d6 + 1 hobgoblins ; 1d4 + 2 hobgoblins riding worgs or giant bats ; 1d4 + 2 hobgoblins with ballista, cave bear , or ogre
Treasure 600 gp, 900 sp, cart containing 300 gp of trade goods, potion of hill giant strength , boots of striding and springing
CR 11–16 hobgoblin warlord with 2 hobgoblin captains , all riding worgs ; hobgoblin warlord with 1d6 + 4 hobgoblins and catapult, hill giant , mage, or troll
Treasure 500 gp, griffon egg, 2 greatsword (named Discipline; its wielder and their allies within 30 feet are immune to fear )
CR 17–22 hobgoblin warlord with 2 hobgoblin captains , 1d8 + 4 hobgoblins , and one of the following: airship, 1d4 + 1 bugbears , diplodocus , 1d10 + 10 goblins , mammoth , 2 ogres , trebuchet, or tyrannosaurus rex
Treasure locked chest containing 10,000 gp, incomplete treatise on military tactics (200 gp), 1 full plate (spiked; at the beginning of the wearer’s turn, anyone grappling or grappled by the wearer takes 1d4 piercing damage)
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.