Hobgoblin General (5e Creature)

From D&D Wiki

Jump to: navigation, search

Hobgoblin General[edit]

Medium humanoid (goblinoid), lawful evil


Armor Class 20 (plate, shield)
Hit Points 256 (27d8 + 135)
Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 20 (+5) 14 (+2) 14 (+2) 18 (+4)

Saving Throws Dex +8, Con +10, Wis +7
Skills Athletics +10, History +7, Insight +7, Intimidation +9, Perception +12, Persuasion +9
Senses darkvision 60 ft., passive Perception 22
Languages Common, Goblin
Challenge 14 (11,500 XP)


Brute. A weapon deals one extra die of its damage when the hobgoblin hits with it (included in the attack).

Indomitable (3/Day). The hobgoblin can reroll a saving throw it fails. It must use the new roll.

Martial Advantage. The hobgoblin deals 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.

Survivor. The hobgoblin regains 10 hit points at the start of each of its turns if it has at least 1 hit point but fewer hit points than half its hit point maximum.

ACTIONS

Multiattack. The hobgoblin makes two longsword attacks and one shield bash, or two longbow attacks.

Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

Shield Bash. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage, and the target must succeed on a DC 18 Strength saving throw or be either knocked prone or pushed 5 feet away from the hobgoblin (the hobgoblin's choice).

Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 12 (2d8 + 3) piercing damage.

LEGENDARY ACTIONS

The hobgoblin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The hobgoblin regains spent legendary actions at the start of its turn.

Weapon Attack. The hobgoblin makes a weapon attack.
Command Ally. The hobgoblin targets one ally it can see within 30 feet of it. if the target can see and hear the hobgoblin, the target can make one weapon attack as a reaction and gains advantage on the attack roll.
Frighten Foe. The hobgoblin targets one enemy it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 17 Wisdom saving throw or be frightened until the end of warlord's next turn.

A hobgoblin general is a mighty hobgoblin warrior feared and respected by their soldiers. A general commands a hobgoblin legion to war to conquer the lands of others.



Back to Main Page5e Homebrew5e Creatures

Home of user-generated,
homebrew pages!


Advertisements: