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.
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