Hobgoblin Darkblade (5e Creature)

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Hobgoblin Darkblade

Medium humanoid (goblinoid), lawful evil


Armor Class 16 (chain mail)
Hit Points 90 (12d8 + 36)
Speed 30 ft.


STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 16 (+3) 11 (+0) 12 (+1) 12 (+1)

Skills Athletics +6, Deception +4, Intimidation +4
Senses darkvision 60 ft., passive Perception 11
Languages Common, Goblin
Challenge 6 (2,300 XP)


Brave. The hobgoblin has advantage on saving throws against being frightened.

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 feet of an ally of the hobgoblin that isn't incapacitated.

Spellcasting. The hobgoblin is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12). It has the following paladin spells prepared:

1st level (3 slots): command, thunderous smite

ACTIONS

Multiattack. The hobgoblin makes two attacks with its greatsword.

Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

REACTIONS

Parry. The hobgoblin adds 3 to its AC against one melee attack that would hit it. To do so, the hobgoblin must see the attacker and be wielding a melee weapon.

Hobgoblins chosen to become black wardens are put through their paces through several years of gruelling training and tests of loyalty, faith, and skill, and those that succeed are gifted with the signature dagger of a black warden and emerge as hobgoblin darkblades. A hobgoblin darkblade has yet to earn the right to wear the signature black plate of fully fledged members, but they wield divine magic and hope to become black wardens after passing the final trials.


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