Hobgoblin General (5e Creature)
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Hobgoblin General[edit]
Medium humanoid (goblinoid), lawful evil Armor Class 20 (plate, shield)
Saving Throws Dex +8, Con +10, Wis +7 Brute. A melee 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. ACTIONSMultiattack. 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 ACTIONSThe 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. |
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. |
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