Hobgoblin Black Warden (5e Creature)

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Hobgoblin Black Warden[edit]

Medium humanoid (goblinoid), lawful evil


Armor Class 18 (plate)
Hit Points 153 (18d8 + 72)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 12 (+1) 14 (+2) 15 (+2)

Saving Throws Wis +6, Cha +6
Skills Athletics +8, Deception +6, Intimidation +6
Senses darkvision 60 ft., passive Perception 12
Languages Common, Goblin
Challenge 10 (5,900 XP)


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

Martial Advantage. Once per turn, the hobgoblin can deal an extra 14 (4d6) 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 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It has the following paladin spells prepared:

1st level (4 slots): command, protection from evil and good, thunderous smite
2nd level (3 slots): branding smite, find steed
3rd level (2 slots): blinding smite, dispel magic

Warden of Maglubiyet. The hobgoblin deals an extra die of damage when it hits with a greatsword attack (included in the attack).

ACTIONS

Multiattack. The hobgoblin makes three attacks with its greatsword or its javelin.

Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage.

Javelin. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

REACTIONS

Parry. The hobgoblin adds 4 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.

Members of a secretive sect of hobgoblin worshippers of Maglubiyet, black wardens mete out justice among hobgoblins, and crush the enemies of their god on the battlefield. They wear black plate and helmets and wield greatswords when on duty, and black robes when off duty. The code of the black wardens mandates that they never be unarmed, so they traditionally carry a dagger at all times, even though it is rarely used in battle except to deal a finishing blow against a grievously wounded foe or hobgoblin.



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