Hobgoblin General (5e Creature)
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Medium humanoid (goblinoid), lawful evil
Saving Throws Dex +8, Con +10, Wis +7
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.
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.
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.
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.