Illustration Xan Drake

Hobgoblin

System Reference Document 5.1
Challenge 1/2
(100 XP)
Robinloft Estimated CR 1
Medium humanoid (goblinoid), lawful evil (allegedly)
Armor Class 18 (chain mail, shield)
Hit Points 11 (2d8+2)
Speed 30 ft.
STR
13 (+1)
DEX
12 (+1)
CON
12 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
9 (-1)
Saving Throws
Skills
Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin
Environments desert, forest, grassland, hill, underdark
Martial Advantage.

Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the hobgoblin that isn’t incapacitated.

Actions

Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Hobgoblins

Hobgoblins are a goblinoid people renowned for their elite training, military tactics, and organizational acumen. Roughly the size of a well-muscled human, a hobgoblin is covered in reddish fur over grayish skin.

Strategic combatants. Hobgoblins have a reputation for valuing physical strength, martial prowess, and skill in battle. Beyond these individual skills, they are inclined toward leadership through strength and cunning.

Goblinoid organizers. Among the goblinoids, hobgoblins are the most likely to claim leadership of mixed groups. They are larger, stronger, and usually more intelligent than their smaller goblin cousins, whom they use as minions and skirmishers. While formidable fighters themselves, in military groups hobgoblins delight in using bugbears as shock troops.

Hobgoblin

Not yet described

Known Relationships

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