Page 162 - Monster Manual Expanded III Dragonix
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Hobgoblin Annihilator Hobgoblin Elite Captain
Medium humanoid (goblinoid), lawful evil Medium humanoid (goblinoid), lawful evil
Armor Class 13 (studded leather) Armor Class 17 (half plate)
Hit Points 75 (10d8 + 30) Hit Points 65 (10d8 + 20)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 16 (+3) 16 (+3) 13 (+1) 11 (+0) 16 (+3) 14 (+2) 14 (+2) 12 (+1) 10 (+0) 14 (+2)
Saving Throws Int +6, Wis +4 Skills Athletics +5, Intimidation +5
Skills Arcana +6 Senses darkvision 60 ft., passive Perception 10
Senses darkvision 60 ft., passive Perception 11 Languages Common, Goblin
Languages Common, Goblin Challenge 5 (1,800 XP) Proficiency Bonus +3
Challenge 8 (3,900 XP) Proficiency Bonus +3
Martial Advantage. Once per turn, the hobgoblin can deal an
Arcane Advantage. Once per turn, the hobgoblin can deal an extra
extra 10 (3d6) damage to a creature it hits with a weapon attack
10 (3d6) damage to a creature it hits with a damaging spell attack
if that creature is within 5 feet of an ally of the hobgoblin that isn't
if that target is within 5 feet of an ally of the hobgoblin and that ally
incapacitated.
isn’t incapacitated.
Actions
Army Arcana. When the hobgoblin casts a spell that causes damage
Multiattack. The hobgoblin makes two Greatsword attacks.
or that forces other creatures to make a saving throw, it can choose
itself and any number of allies to be immune to the damage caused Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
by the spell and to succeed on the required saving throw. Hit: 10 (2d6 + 3) slashing damage.
Forceful Magic. When the hobgoblin hits a creature with a Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
damaging spell attack, the target must succeed on a DC 14 Strength range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
saving throw or be pushed up to 5 feet and is knocked prone.
Leadership (Recharges after a Short or Long Rest). For 1 minute,
Legendary Resistance (1/Day). If the hobgoblin fails a saving throw, the hobgoblin can utter a special command or warning whenever
it can choose to succeed instead. a nonhostile creature that it can see within 30 feet of it makes an
Actions attack roll or a saving throw. The creature can add a d6 to its roll
provided it can hear and understand the hobgoblin. A creature can
Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
benefit from only one Leadership die at a time. This effect ends if the
Hit: 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1) bludgeoning
hobgoblin is incapacitated.
damage if used with two hands, plus 7 (2d6) force damage.
Legendary Resistance (1/Day). If the hobgoblin fails a saving throw,
Spellcasting. The hobgoblin is a 9th-level spellcaster. Its spellcasting
it can choose to succeed instead.
ability is Intelligence (spell save DC 14, +6 to hit with spell attacks).
It has the following wizard spells prepared: Legendary Actions
Cantrips (at will): fire bolt (2d10), green-flame blade (extra 1d8 The hobgoblin can take 3 legendary actions, choosing from the
melee to target creature and 1d8 + 3 to second creature), ray of options below. Only one legendary action option can be used at a
frost (2d8), thunderclap (2d6) time and only at the end of another creature's turn. The hobgoblin
1st level (4 slots): chromatic orb, shield, thunderwave regains spent legendary actions at the start of its turn.
2nd level (3 slots): misty step, scorching ray Move. The hobgoblin moves up to half its speed.
3rd level (3 slots): counterspell, fireball, fly, lightning bolt Intimidate Foe. The hobgoblin targets one creature it can see within
4th level (3 slots): greater invisibility, ice storm 30 feet of it. If the target can see and hear the hobgoblin, it must
5th level (1 slot): cone of cold make a DC 13 Wisdom saving throw or become frightened of the
Legendary Actions hobgoblin until the end of the hobgoblin's next turn.
Tactical Command. The hobgoblin targets one ally it can see within
The hobgoblin can take 3 legendary actions, choosing from the 30 feet of it. If the target can see or hear the hobgoblin, the target
options below. Only one legendary action option can be used at a can use its reaction to make one melee attack, move up to its
time and only at the end of another creature's turn. The hobgoblin speed, or move up to half its speed without provoking opportunity
regains spent legendary actions at the start of its turn. attacks.
Move. The hobgoblin moves up to half its speed without provoking Greatsword (Costs 2 Actions). The hobgoblin makes a Greatsword
opportunity attacks. attack.
Quarterstaff. The hobgoblin makes a Quarterstaff attack.
Cantrip. The hobgoblin casts a cantrip.
Cast a Spell (Costs 2 Actions). The hobgoblin uses a spell slot to
cast a 1st- or 2nd-level spell that it has prepared. Doing so costs 1
legendary action per level of the spell.

