Goblins and Hobgoblins
Tier 1 (Levels 1-4) Goblins
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Goblin Grunt
- CR 1/4 Small humanoid (Goblinoid), neutral evil Armor Class 15 (leather armor, shield) Hit Points 7 (2d6) Speed 30 ft.
- STR 8 (-1) DEX 14 (+2) CON 10 (+0) INT 10 (+0) WIS 8 (-1) CHA 8 (-1)
- Skills Stealth +6 Senses darkvision 60 ft., passive Perception 9 Languages Common, Goblin Challenge 1/4 (50 XP)
- Nimble
Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. - Actions Scimitar.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. - Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2)
piercing damage.
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Goblin Scout
- CR 1 Small humanoid (Goblinoid), neutral evil Armor Class 12 Hit Points 27 (6d8) Speed 30 ft.
- STR 8 (-1) DEX 15 (+2) CON 10 (+0) INT 12 (+1) WIS 14 (+2) CHA 16 (+3)
- Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4 Senses
darkvision 60 ft., passive Perception 16 Languages Common, Goblin, plus any one additional language Challenge 1 (200 XP) - Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
- Cunning Action. On each of its turns, the goblin can use a bonus action to take the Dash, Disengage, or Hide action.
- Sneak Attack (1/Turn). The goblin deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the goblin that isn't incapacitated and the goblin doesn't have disadvantage on the attack roll.
- Actions Multiattack. The goblin makes two
melee attacks. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
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Goblin Berserker
- CR 2 Small humanoid (Goblinoid), chaotic evil Armor Class 13 (hide armor) Hit Points 67 (9d8 + 27)
- Speed 30 ft. STR 16 (+3) DEX 12 (+1) CON 17 (+3) INT 9 (-1) WIS 11 (+0) CHA 9 (-1)
- Senses darkvision 60 ft., passive Perception 10 Languages Common, Goblin Challenge 2 (450 XP)
- Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
- Reckless. At the start of its turn, the goblin can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until
the start of its next turn. - Actions Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.
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Goblin Shaman (Based on Orc Eye of Gruumsh)
- CR 2 Small humanoid (Goblinoid), neutral evil Armor Class 13 (hide armor) Hit Points 45 (6d8 + 18) Speed 30 ft.
- STR 10 (+0) DEX 14 (+2) CON 12 (+1) INT 13 (+1) WIS 16 (+3) CHA 13 (+1)
- Skills Medicine +7, Religion +5 Senses darkvision 60 ft., passive Perception 13 Languages Common, Goblin Challenge 2 (450 XP)
- Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
- Spellcasting. The goblin is
a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The goblin has the following shaman spells prepared (modifying from cleric to suit goblin themes): - Cantrips (at-will): acid splash, guidance, poison spray
- 1st level (4 slots): bane, command, hideous laughter
- 2nd level (2 slots): hold person, spiritual weapon (dagger)
- Actions Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
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Goblin Boss (Based on Knight)
- CR 3 Small humanoid (Goblinoid), neutral evil Armor Class 16 (chain shirt, shield) Hit Points 52 (8d8 + 16) Speed 30 ft.
- STR 16 (+3) DEX 11 (+0) CON 14 (+2) INT 11 (+0) WIS 11 (+0) CHA 15 (+2)
- Saving Throws Con +4, Wis +2 Senses
darkvision 60 ft., passive Perception 10 Languages Common, Goblin Challenge 3 (700 XP) - Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its
turns. - Brave. The goblin has advantage on saving throws against being frightened.
- Actions Multiattack. The goblin makes two melee attacks.
- Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
- Shortbow. Ranged Weapon Attack:
+2 to hit, range 80/320 ft., one target. Hit: 5 (1d6) piercing damage. - Leadership (Recharges after a Short or Long Rest). For 1 minute, the goblin can utter a special command or warning whenever
a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the goblin. A creature can benefit from only one Leadership die at a time. This effect ends if the goblin is incapacitated. - Reactions
Parry. The goblin adds 2 to its AC against one melee attack that would hit it. To do so, the goblin must see the attacker and be wielding a melee weapon.
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Goblin Veteran
- CR 3 Small humanoid (Goblinoid), neutral evil Armor Class 17 (splint) Hit Points 58 (9d8 + 18) Speed 30 ft.
- STR 16 (+3) DEX 13 (+1) CON 14 (+2) INT 10 (+0) WIS 11 (+0) CHA 10 (+0)
- Skills Athletics +5, Perception +2 Senses
darkvision 60 ft., passive Perception 12 Languages Common, Goblin Challenge 3 (700 XP) - Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its
turns. - Actions Multiattack.
The goblin makes two scimitar attacks. If it has a shortbow drawn, it can also make a shortbow attack. - Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
- Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 1) piercing damage.
Tier 1 (Levels 1-4) Hobgoblins
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Hobgoblin Grunt
- CR 1/2 Medium humanoid (Goblinoid), lawful evil Armor Class 18 (chain mail, shield) Hit Points 11 (2d8 + 2) Speed 30 ft.
- STR 13 (+1) DEX 12 (+1) CON 12 (+1) INT 10 (+0) WIS 10 (+0) CHA 9
(-1) - Senses darkvision 60 ft., passive Perception 10 Languages Common, Goblin Challenge 1/2 (100 XP)
- 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. - Actions
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands. - Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing
damage.
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Hobgoblin Scout
- CR 1 Medium humanoid (Goblinoid), lawful evil Armor Class 12 Hit Points 27 (6d8) Speed 30 ft.
- STR 10 (+0) DEX 15 (+2) CON 10 (+0) INT 12 (+1) WIS 14 (+2) CHA 16 (+3)
- Skills Deception +5, Insight +4, Investigation
+5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4 Senses darkvision 60 ft., passive Perception 16 Languages Common, Goblin, plus any one additional language Challenge 1 (200 XP) - 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.
- Cunning Action. On each of its turns, the hobgoblin can use a bonus action to take the Dash, Disengage, or Hide action.
- Sneak Attack (1/Turn). The hobgoblin deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the hobgoblin that isn't incapacitated and the hobgoblin doesn't have disadvantage on the attack roll.
- Actions Multiattack. The hobgoblin makes two melee attacks. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
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Hobgoblin Berserker
- CR 2 Medium humanoid (Goblinoid), chaotic evil Armor Class 13 (hide armor) Hit Points 67 (9d8 + 27)
- Speed 30 ft. STR 16 (+3) DEX 12 (+1) CON 17 (+3) INT 9 (-1) WIS 11 (+0) CHA 9 (-1)
- Senses darkvision 60 ft., passive Perception 10 Languages Common, Goblin Challenge 2 (450 XP)
- 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. - Reckless. At the start of its turn, the hobgoblin can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage
until the start of its next turn. - Actions Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.
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Hobgoblin Shaman (Based on Orc Eye of Gruumsh and Priest)
- CR 2 Medium humanoid (Goblinoid), lawful evil Armor Class 16 (ring mail, shield) Hit Points 45 (6d8 + 18) Speed 30 ft.
- STR 16 (+3) DEX 12 (+1) CON 16 (+3) INT 9 (-1) WIS 13 (+1) CHA 12 (+1)
- Skills Intimidation +3, Religion +1 Senses darkvision 60 ft., passive
Perception 11 Languages Common, Goblin Challenge 2 (450 XP) - 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 Wisdom (spell save DC 11, +3 to hit with spell attacks). The hobgoblin has the following shaman spells prepared (using cleric spell list as a base for typical goblinoid shamanistic themes): - Cantrips (at-will): guidance, resistance, thaumaturgy
- 1st level (4 slots): bless, command, shield of faith
- 2nd level (2 slots): spiritual weapon, hold person
- Actions Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (1d6 + 3 plus 1d8) piercing damage, or 12 (2d8 + 3) piercing damage if used with two hands to make a melee attack.
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Hobgoblin Captain (Based on Knight)
- CR 3 Medium humanoid (Goblinoid), lawful evil Armor Class 18 (plate) Hit Points 52 (8d8 + 16) Speed 30 ft.
- STR 16 (+3) DEX 11 (+0) CON 14 (+2) INT 11 (+0) WIS 11 (+0) CHA 15 (+2)
- Saving Throws Con +4, Wis +2 Senses
darkvision 60 ft., passive Perception 10 Languages Common, Goblin Challenge 3 (700 XP) - 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. - Brave. The hobgoblin has advantage on saving throws against being frightened.
- Actions Multiattack. The hobgoblin makes two melee attacks.
- Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
- Longbow. Ranged Weapon Attack: +2 to hit, range 150/600 ft., one target. Hit:
5 (1d8) piercing damage. - Leadership (Recharges after a Short or Long Rest). For 1 minute, the hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated.
- Reactions Parry. The hobgoblin adds
2 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.
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Hobgoblin Veteran
- CR 3 Medium humanoid (Goblinoid), lawful evil Armor Class 17 (splint) Hit Points 58 (9d8 + 18) Speed 30 ft.
- STR 16 (+3) DEX 13 (+1) CON 14 (+2) INT 10 (+0) WIS 11 (+0) CHA 10 (+0)
- Skills Athletics +5, Perception +2 Senses
darkvision 60 ft., passive Perception 12 Languages Common, Goblin Challenge 3 (700 XP) - 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. - Actions
Multiattack. The hobgoblin makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. - Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 1) piercing damage.
Tier 2 (Levels 5-10) Goblins
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Goblin Elite Warrior
- CR 5 Small humanoid (Goblinoid), neutral evil Armor Class 18 (studded leather, shield) Hit Points 71 (11d8 + 22) Speed 30 ft.
- STR 13 (+1) DEX 18 (+4) CON 14 (+2) INT 11 (+0) WIS 13 (+1) CHA 12 (+1)
- Saving Throws Dex +7, Con +5, Wis +4 Skills Perception +4, Stealth
+10 Senses darkvision 60 ft., passive Perception 14 Languages Common, Goblin Challenge 5 (1800 XP) - Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
- Actions Multiattack.
The goblin makes two scimitar attacks. - Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
- Shortbow. Ranged Weapon Attack:
+7 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage. - Reactions Parry. The
goblin adds 3 to its AC against one melee attack that would hit it. To do so, the goblin must see the attacker and be wielding a melee weapon.
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Goblin High Shaman (Based on Kuo-toa Archpriest, Mage)
- CR 6 Small humanoid (Goblinoid), neutral evil Armor Class 13 (hide armor) Hit Points 97 (13d8 + 39) Speed 30 ft.
- STR 10 (+0) DEX 14 (+2) CON 16 (+3) INT 13 (+1) WIS 16 (+3) CHA 14 (+2)
- Skills Perception +9, Religion +6 Senses darkvision 60 ft., passive Perception 19 Languages Common, Goblin Challenge 6 (2300 XP)
- Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
- Spellcasting. The goblin is
a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The goblin has the following shamanistic spells prepared (adapting from cleric/mage to suit goblin themes): - Cantrips (at will): acid splash, guidance, poison spray, thaumaturgy
- 1st level (4 slots): bane, command, detect magic, hideous laughter
- 2nd level (3 slots): hold person, spiritual weapon, web
- 3rd level (3 slots): call lightning, dispel magic, spirit guardians
- 4th level (3 slots): confusion, giant insect
- 5th level (2 slots): contagion, insect plague
- Actions Multiattack. The goblin makes two melee attacks.
- Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 3) piercing damage plus 14 (4d6) poison damage.
- Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
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Goblin Assassin
- CR 8 Small humanoid (Goblinoid), any non-good alignment Armor Class 15 (studded leather) Hit Points 78 (12d8 + 24) Speed 30 ft.
- STR 8 (-1) DEX 16 (+3) CON 14 (+2) INT 13 (+1) WIS 11 (+0) CHA 10 (+0)
- Saving Throws Dex +6, Int +4 Skills Acrobatics +6, Deception +3, Perception +3, Stealth
+9 Damage Resistances poison Senses darkvision 60 ft., passive Perception 13 Languages Common, Goblin, Thieves' cant Challenge 8 (3900 XP) - Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
- Assassinate. During its first turn, the
goblin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the goblin scores against a surprised creature is a critical hit. - Evasion. If the goblin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the goblin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
- Sneak Attack. Once per turn, the
goblin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the goblin that isn't incapacitated and the goblin doesn't have disadvantage on the attack roll. - Actions Multiattack. The goblin makes two
shortsword attacks. - Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC
15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. - Hand Crossbow. Ranged Weapon Attack:
+6 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Tier 2 (Levels 5-10) Hobgoblins
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Hobgoblin Elite Warrior
- CR 5 Medium humanoid (Goblinoid), lawful evil Armor Class 18 (studded leather, shield) Hit Points 71 (11d8 + 22) Speed 30 ft.
- STR 13 (+1) DEX 18 (+4) CON 14 (+2) INT 11 (+0) WIS 13 (+1) CHA 12 (+1)
- Saving Throws Dex +7, Con +5, Wis +4 Skills Perception +4, Stealth
+10 Senses darkvision 60 ft., passive Perception 14 Languages Common, Goblin Challenge 5 (1800 XP) - 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.
- Actions
Multiattack. The hobgoblin makes two longsword attacks. - Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 4) slashing damage.
- Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 4) 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.
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Hobgoblin Iron Shaman (Based on Kuo-toa Archpriest, Mage - emphasizing hobgoblin discipline)
- CR 6 Medium humanoid (Goblinoid), lawful evil Armor Class 16 (chain mail) Hit Points 97 (13d8 + 39) Speed 30 ft.
- STR 16 (+3) DEX 14 (+2) CON 16 (+3) INT 13 (+1) WIS 16 (+3) CHA 14 (+2)
- Skills Perception +9, Religion +6 Senses darkvision 60 ft., passive Perception 19 Languages Common, Goblin Challenge 6 (2300 XP)
- 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 10th-level spellcaster. Its spellcasting ability is
Wisdom (spell save DC 14, +6 to hit with spell attacks). The hobgoblin has the following shamanistic spells prepared (adapting from cleric/mage to suit hobgoblin themes of order and battle): - Cantrips (at will): guidance, sacred flame, thaumaturgy, resistance
- 1st level (4 slots): bless, command, shield of faith, thunderwave
- 2nd level (3 slots): hold person, spiritual weapon, warding bond
- 3rd level (3 slots): crusader's mantle, dispel magic, spirit guardians
- 4th level (3 slots): compulsion, guardian of faith
- 5th level (2 slots): flame strike, geas
- Actions Multiattack. The hobgoblin makes two melee attacks.
- War Pick. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 3) piercing damage plus 14 (4d6) force damage (representing disciplined magical strikes).
- Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
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Hobgoblin Assassin
- CR 8 Medium humanoid (Goblinoid), lawful evil Armor Class 15 (studded leather) Hit Points 78 (12d8 + 24) Speed 30 ft.
- STR 11 (+0) DEX 16 (+3) CON 14 (+2) INT 13 (+1) WIS 11 (+0) CHA 10 (+0)
- Saving Throws Dex
+6, Int +4 Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9 Damage Resistances poison Senses darkvision 60 ft., passive Perception 13 Languages Common, Goblin, Thieves' cant Challenge 8 (3900 XP) - 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.
- Assassinate. During its first turn, the hobgoblin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the hobgoblin scores against a surprised creature is a critical hit.
- Evasion. If the hobgoblin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the hobgoblin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
- Sneak Attack. Once per turn, the
hobgoblin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the hobgoblin that isn't incapacitated and the hobgoblin doesn't have disadvantage on the attack roll. - Actions Multiattack. The hobgoblin makes two shortsword attacks.
- Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC
15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. - Hand Crossbow. Ranged Weapon Attack:
+6 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
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Hobgoblin Warlord
- CR 6 Medium humanoid (Goblinoid), lawful evil Armor Class 20 (plate, shield) Hit Points 97 (13d8 + 39) Speed 30 ft.
- STR 16 (+3) DEX 14 (+2) CON 16 (+3) INT 14 (+2) WIS 11 (+0) CHA 15 (+2)
- Saving Throws Int +5, Wis +3, Cha +5 Senses darkvision 60 ft., passive Perception 10 Languages Common, Goblin Challenge 6 (2300 XP)
- 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. - Actions
Multiattack. The hobgoblin makes three melee attacks. Alternatively, it can make two ranged attacks with its javelins. - Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. - Shield Bash. Melee Weapon Attack:
+9 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone. - Javelin. Melee or Ranged Weapon Attack:
+9 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. - Leadership (Recharges after a Short or Long Rest). For 1 minute, the
hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated. - 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.
Tier 3 (Levels 11-16) Hobgoblins
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Hobgoblin War Priest
- CR 9 Medium Humanoid (Goblinoid, Cleric), lawful evil Armor Class 18 (plate) Hit Points 117 (18d8 + 36) Speed 30 ft.
- STR 16 (+3) DEX 10 (+0) CON 14 (+2) INT 11 (+0) WIS 17 (+3) CHA 13 (+1)
- Saving Throws Con +6, Wis +7 Skills Intimidation +5, Religion +4 Senses
darkvision 60 ft., passive Perception 13 Languages Common, Goblin Challenge 9 (5000 XP) Proficiency Bonus +4 - 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.
- Actions
Multiattack. The war priest makes two Maul attacks, and it uses Holy Fire. - Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) radiant damage.
- Holy Fire. The war priest targets one creature it can see within 60 feet of it. The target must make a DC 15 Wisdom
saving throw. On a failed save, the target takes 12 (2d8 + 3) radiant damage, and it is blinded until the start of the war priest's next turn. On a successful save, the target takes half as much damage and isn't blinded. - Spellcasting. The war priest casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15):
- At will: light, spare the dying, thaumaturgy
- 1/day each: banishment, command, dispel magic, flame strike, guardian of faith, hold person, lesser restoration, revivify
- Bonus actions Healing Light (Recharge 4–6). The war priest or one creature of its choice within 60 feet of it regains 12 (2d8 + 3) hit points.
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Hobgoblin Shadowlegionnaire
- CR 11 Medium Humanoid (Goblinoid), any alignment Armor Class 17 (studded leather) Hit Points 150 (20d8 + 60) Speed 30 ft.
- STR 14 (+2) DEX 21 (+5) CON 16 (+3) INT 12 (+1) WIS 14 (+2) CHA 13 (+1)
- Saving Throws Dex +9, Con +7, Wis +6 Skills Perception +6, Stealth +9 Senses darkvision
60 ft., passive Perception 16 Languages Common, Goblin Challenge 11 (7200 XP) Proficiency Bonus +4 - 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.
- Devil's Sight (Optional). Magical darkness doesn't impede the hobgoblin's darkvision.
- Actions Multiattack. The hobgoblin makes three Shadow Longsword attacks.
- Shadow Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 10 (3d6) necrotic damage.
- Hand Crossbow. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC
15 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake. - Spellcasting. The hobgoblin casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):
- At will: minor illusion
- 1/day each: darkness, disguise self
- Bonus actions Shadow Step. When in dim light or darkness, the hobgoblin can teleport up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of
the turn.
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Hobgoblin Iron Shaman
- CR 13 Medium Humanoid (Goblinoid, Shaman), typically Lawful Evil Armor Class 16 (chain mail) Hit Points 162 (25d8 + 50) Speed 30 ft.
- STR 11 (+0) DEX 17 (+3) CON 14 (+2) INT 19 (+4) WIS 14 (+2) CHA 16 (+3)
- Saving Throws Con +7, Int +9, Cha +8 Skills Arcana +9, Nature +9, Perception +7, Stealth +8 Damage Resistances
fire Senses blindsight 10 ft., darkvision 60 ft., passive Perception 17 Languages Common, Goblin, Ignan Challenge 13 (10000 XP) Proficiency Bonus +5 - 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.
- Actions
Multiattack. The hobgoblin makes two attacks: one with its Scorching Touch or Molten Lash. - Scorching Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one creature. Hit: 21 (6d6) fire damage, and the creature must succeed on a DC 17 Constitution saving throw or be restrained (molten bonds) for 1 minute. The restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Molten Lash (Recharge 5–6). Ranged Spell Attack: +9 to hit, range 30/60 ft., one creature. Hit: The target is hit by a whip of molten metal. As an action, the target can make a DC 15 Strength check, breaking the molten bonds on a success. The molten bonds can also be attacked and destroyed (AC 15; hp 10; vulnerability to cold damage; immunity to bludgeoning, poison, and psychic damage).
- Spellcasting. The hobgoblin is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The hobgoblin has the following shamanistic spells prepared (focus on elemental and battlefield control):
- Cantrips (at will): control flames, fire bolt, light, mage hand, thunderclap
- 1st level (4 slots): burning hands, command, shield, thunderwave
- 2nd level (3 slots): hold person, spiritual weapon, web
- 3rd level (3 slots): fireball, sleet storm, spirit guardians
- 4th level (3 slots): elemental bane (fire), wall of fire, guardian of faith
- 5th level (2 slots): flame strike, conjure elemental (fire elemental only)
- 6th level (1 slot): chain lightning
- 7th level (1 slot): fire storm
- 8th level (1 slot): control weather
- Bonus actions Change Shape (Recharges after a Short or Long Rest). The hobgoblin magically polymorphs into a Magma Mephit (or similar small elemental) or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts
to its true form if it dies.
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Hobgoblin
Inquisitor - CR 14 Medium Humanoid (Cleric, Goblinoid), typically Lawful Evil Armor Class 16 (breastplate) Hit Points 149 (23d8 + 46) Speed 30 ft.
- STR 11 (+0) DEX 15 (+2) CON 14 (+2) INT 16 (+3) WIS 21 (+5) CHA 20 (+5)
- Saving Throws Con +7, Wis +10, Cha +10 Skills Insight +10, Perception +10, Religion +8, Stealth +7 Condition Immunities frightened
Senses darkvision 60 ft., passive Perception 20 Languages Common, Goblin Challenge 14 (11500 XP) Proficiency Bonus +5 - 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.
- Discern Lie. The inquisitor knows when a creature speaks a lie.
- Actions Multiattack. The inquisitor makes two Death Lance attacks.
- Death Lance. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) necrotic damage, and the target must succeed on a DC 18 Constitution saving throw or be poisoned for 1 minute. While poisoned, the target
can't regain hit points. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - Spellcasting.
The inquisitor is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The inquisitor has the following cleric spells prepared: - Cantrips (at will): guidance, light, sacred flame, thaumaturgy, toll the dead
- 1st level (4 slots): bane, command, detect magic, sanctuary
- 2nd level (3 slots): hold person, spiritual weapon, zone of truth
- 3rd level (3 slots): bestow curse, dispel magic, spirit guardians
- 4th level (3 slots): banishment, compulsion, guardian of faith
- 5th level (3 slots): contagion, flame strike, geas
- 6th level (1 slot): harm
- 7th level (1 slot): divine word
- 8th level (1 slot): holy aura
- 9th level (1 slot): gate
- Bonus actions Spectral Dagger (Recharges after a Short or Long Rest). The inquisitor conjures a spectral dagger in its hand. For 1 minute, this dagger counts as a magic weapon that deals 2d8 psychic damage on a hit. Once per turn, when the inquisitor hits with the dagger, it can choose to add 3d6 necrotic damage to the hit.
Tier 4 (Levels 17-20) Hobgoblins
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Hobgoblin Grand Commander
- CR 18 Medium Humanoid (Goblinoid, Warlord), lawful evil Armor Class 20 (plate, shield) Hit Points 240 (32d8 + 96) Speed 30 ft.
- STR 15 (+2) DEX 20 (+5) CON 16 (+3) INT 18 (+4) WIS 15 (+2) CHA 18 (+4)
- Saving Throws Dex +11, Con +9, Cha +10 Skills Acrobatics +11, Athletics +8, Perception +8, Stealth +11 Senses darkvision
60 ft., passive Perception 18 Languages Common, Goblin Challenge 18 (20000 XP) Proficiency Bonus +6 - 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.
- Actions
Multiattack. The hobgoblin makes two Longsword attacks and uses Battle Command. - Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 5) slashing damage, or 9 (1d10 + 5) slashing damage if used with two hands.
- Battle Command (Recharge 5–6). The hobgoblin issues a precise command. Up to three allies within 30 feet of it can use their reaction to make one weapon attack.
- Reactions Protective Shield (3/Day). When another creature attacks a creature within 30 feet of the hobgoblin, the hobgoblin can use its reaction to impose disadvantage on the attack roll.
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Hobgoblin Warlord Supreme
- CR 20 Medium Humanoid (Goblinoid, Warlord/Cleric), lawful evil Armor Class 17 (half plate) Hit Points 247 (33d8 + 99) Speed 30 ft.
- STR 22 (+6) DEX 18 (+4) CON 16 (+3) INT 17 (+3) WIS 21 (+5) CHA 22 (+6)
- Saving Throws Con +9, Wis +11, Cha +12 Skills Insight +11, Perception +11, Religion +9, Stealth +10 Condition Immunities charmed,
frightened, poisoned Senses darkvision 60 ft., passive Perception 21 Languages Common, Goblin Challenge 20 (25000 XP) Proficiency Bonus +6 - 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.
- Special Equipment. The warlord supreme wields a Magic Longsword and a Shield of Order.
- Actions Multiattack. The warlord supreme makes two attacks with its Magic Longsword or uses Tactical Maneuver. It can also use Divine Command.
- Magic Longsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 18 (4d8) force damage. If the target is a creature, it must succeed on a DC 18 Wisdom saving throw or be frightened until the end of its next turn.
- Shield of Order (Bonus Action). The warlord supreme grants itself or an ally within 30 feet advantage on saving throws until the start of its next turn.
- Divine Command (2/Day). The warlord supreme targets one creature it can see within 60 feet of it. The target must make a DC 20 Wisdom saving throw, taking 45 (10d8) psychic damage on a failed save, or half as much damage on a successful one.
- Spellcasting. The warlord supreme is a 20th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). The warlord supreme has the following cleric spells prepared (focus on order, war, and defense):
- Cantrips (at will): guidance, light, sacred flame, thaumaturgy, resistance
- 1st level (4 slots): bless, command, shield of faith, heroism
- 2nd level (3 slots): hold person, spiritual weapon, warding bond
- 3rd level (3 slots): crusader's mantle, dispel magic, spirit guardians
- 4th level (3 slots): compulsion, guardian of faith, stoneskin
- 5th level (3 slots): flame strike, geas, commune
- 6th level (1 slot): blade barrier, planar ally
- 7th level (1 slot): fire storm, resurrection
- 8th level (1 slot): holy aura, earthquake
- 9th level (1 slot): foresight, true resurrection
- Bonus actions Tactical Maneuver (Recharge 4-6). The warlord supreme can choose up to three allies within 60 feet of it that can hear it. Each target can move up to half its speed without provoking opportunity attacks.
- Summon Elite Guard (1/Day). The warlord supreme magically summons 1d4 + 1 Hobgoblin Veterans or 1 Hobgoblin Captain. The summoned creatures appear in unoccupied spaces within 60 feet of the warlord supreme, act as allies of its summoner, and can't summon other creatures. They remain for 10 minutes, until they or their summoner dies, or until their summoner dismisses them as an action.
- Legendary actions The warlord supreme 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 warlord supreme regains spent legendary actions at the start of its turn.
- Command Ally. The warlord supreme targets one ally it can see within 30 feet of it. If the target can hear and understand the warlord supreme, it can use its reaction to make one weapon attack.
- Longsword Attack. The warlord supreme makes one Magic Longsword attack.
- Cast a Spell (Costs 2 Actions). The warlord supreme casts a spell from its list, using a spell slot.