Hobgoblins

Hobgoblin Warrior
- Size: Medium
- Type: Fey (Goblinoid)
- Alignment: Lawful Evil
- AC: 18
- Initiative: +1 (11)
- HP: 11 (2d8 + 2)
- Speed: 30 ft.
| ATTR | VAL | MOD | SAVE |
|---|---|---|---|
| STR | 13 | +1 | +1 |
| DEX | 12 | +1 | +1 |
| CON | 12 | +1 | +1 |
| INT | 10 | +0 | +0 |
| WIS | 10 | +0 | +0 |
| CHA | 9 | -1 | -1 |
- Skills: None
- Gear: Half Plate Armor, Longbow, Longsword, Shield
- Senses: Darkvision 60 ft.; Passive Perception 10
- Languages: Common, Goblin
- CR: 1/2 (XP 100; PB +2)
Traits
Pack Tactics. The hobgoblin has Advantage on an attack roll against a creature if at least one of the hobgoblin's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition.
Actions
Longsword. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 + 1) Slashing damage.
Longbow. Ranged Attack Roll: +3, range 150/600 ft. Hit: 5 (1d8 + 1) Piercing damage.
Hobgoblin Captain
- Size: Medium
- Type: Fey (Goblinoid)
- Alignment: Lawful Evil
- AC: 17
- Initiative: +2 (12)
- HP: 58 (9d8 + 18)
- Speed: 30 ft.
| ATTR | VAL | MOD | SAVE |
|---|---|---|---|
| STR | 15 | +2 | +2 |
| DEX | 14 | +2 | +2 |
| CON | 14 | +2 | +2 |
| INT | 12 | +1 | +1 |
| WIS | 10 | +0 | +0 |
| CHA | 13 | +1 | +1 |
- Skills: None
- Senses: Darkvision 60 ft.; Passive Perception 10
- Languages: Common, Goblin
- CR: 3 (XP 700; PB +2)
Traits
Aura of Authority. While in a 10-foot Emanation originating from the hobgoblin, the hobgoblin and its allies have Advantage on attack rolls and saving throws, provided the hobgoblin doesn't have the Incapacitated condition.
Actions
Multiattack. The hobgoblin makes two attacks, using Greatsword or Longbow in any combination.
Greatsword. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Slashing damage plus 3 (1d6) Poison damage.
Longbow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage plus 5 (2d4) Poison damage.
Lore & Background
Hobgoblins are militaristic humanoids that value discipline, hierarchy, and martial prowess above all else. These creatures have built a society based on strict military organization, where rank and honor determine one's place in the world. Hobgoblins are larger and more intelligent than their goblin cousins, viewing themselves as the superior goblinoid race.
They organize into legions and war bands, conquering territory and enslaving weaker creatures to serve their military machine. Hobgoblins respect strength and tactical acumen, often incorporating worthy enemies into their ranks rather than simply destroying them.
Combat Tactics
Hobgoblins fight with military precision, using formation tactics and coordinated attacks. They excel at using shields and polearms in group combat, creating walls of steel that advance methodically on their enemies. Hobgoblin commanders use their tactical knowledge to exploit enemy weaknesses and coordinate complex battlefield maneuvers.
Encounter Ideas
Military Patrol: A hobgoblin squad patrols conquered territory, enforcing their rule. Siege Warfare: Hobgoblins besiege a fortified position using disciplined tactics. Recruitment Drive: Hobgoblins seek to recruit or conscript capable warriors. Honor Duel: A hobgoblin challenges heroes to single combat to prove their worth.
Environmental Effects
Hobgoblin territories are marked by military organization, with fortified camps, patrol routes, and strategic positions. The landscape shows signs of military engineering and defensive preparations.
Treasure
Hobgoblins possess well-maintained weapons and armor, military supplies, and plunder from their conquests. They value items that enhance their military capabilities and symbols of rank and authority.
Plot Hooks
The Deserter: A hobgoblin seeks to escape their rigid military society. War Council: Hobgoblins plan a major military campaign that threatens the region. Honor Guard: Heroes must work with hobgoblins to face a common enemy. Military Intelligence: Hobgoblins possess crucial information about enemy movements.