Page 164 - Monster Manual Expanded III Dragonix
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Hobgoblin Iron Shadow Master                           Hobgoblin War Chanter

         Medium humanoid (goblinoid), lawful evil               Medium humanoid (goblinoid), lawful evil

         Armor Class 18                                         Armor Class 16 (chain mail)
         Hit Points 104 (16d8 + 32)                             Hit Points 60 (11d8 + 11)
         Speed 40 ft.                                           Speed 30 ft.

             STR           DEX           CON           INT           WIS           CHA    STR           DEX           CON           INT           WIS           CHA
                 14 (+2)      20 (+5)      15 (+2)      16 (+3)     16 (+3)      11 (+0)          14 (+2)      12 (+1)      12 (+1)      10 (+0)     12 (+1)      16 (+3)

         Saving Throws Con +6, Dex +9, Int +7, Wis +7           Saving Throws Dex +3, Cha +5
         Skills Acrobatics +9, Athletics +6, Perception +7, Stealth +13  Skills Intimidation +5, Perception +3, Performance +7
         Senses darkvision 60 ft., passive Perception 17        Senses darkvision 60 ft., passive Perception 13
         Languages Common, Goblin                               Languages Common, Goblin
         Challenge 9 (5,000 XP)       Proficiency Bonus +4      Challenge 4 (1,100 XP)       Proficiency Bonus +2

         Legendary Resistance (1/Day). If the hobgoblin fails a saving throw,   Martial Advantage. Once per turn, the hobgoblin can deal an
         it can choose to succeed instead.                      extra 7 (2d6) damage to a creature it hits with a weapon attack if
         Unarmored Defense. While the hobgoblin is wearing no armor and   that creature is within 5 feet of an ally of the hobgoblin that isn't
         wielding no shield, its AC includes its Wisdom modifier.  incapacitated.
         Actions                                                Actions
         Multiattack. The hobgoblin makes four attacks, each of which can   Multiattack. The goblin makes two Longsword attacks or makes
         be an Unarmed Strike or a Dart attack. It can also use Shadow Jaunt   one Longsword attack and casts a spell that has a casting time of 1
         once, either before or after one of the attacks.       action.
         Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one   Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
         target. Hit: 7 (1d4 + 5) bludgeoning damage and if the target is a   Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if
         creature, it must succeed on a DC 15 Constitution saving throw or     used with two hands.
         be stunned until the end of the hobgoblin’s next turn.
                                                                Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one
         Dart. Ranged Weapon Attack. +9 to hit, range 20/60 ft., one target.   target. Hit: 5 (1d8 + 1) piercing damage.
         Hit: 7 (1d4 + 5) piercing damage.
                                                                Spellcasting. The hobgoblin is a 6th-level spellcaster. Its spellcasting
         Spellcasting. The hobgoblin is an 8th-level spellcaster. Its
                                                                ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It
         spellcasting ability is Intelligence (spell save DC 15, +7 to hit with
                                                                has the following bard spells prepared:
         spell attacks). It has the following wizard spells prepared:
                                                                Cantrips (at will): booming blade (extra 1d8 plus 2d8 if the target
         Cantrips (at will): booming blade (extra 1d8 plus 2d8 if the target     moves), minor illusion, vicious mockery (2d4)
           moves), minor illusion, prestidigitation
                                                                1st level (4 slots): dissonant whispers, healing word, thunderwave
         1st level (4 slots): charm person, disguise self, expeditious retreat,
                                                                2nd level (3 slots): enhance ability, hold person, shatter
           ice knife
                                                                3rd level (3 slots): dispel magic, enemies abound, fear
         2nd level (3 slots): blur, darkness, shadow blade
         3rd level (3 slots): counterspell, summon shadowspawn  Incite Allies (1/Day). Up to three allies within 60 feet of the
         4th level (2 slots): dimension door, greater invisibility  hobgoblin and can hear the hobgoblin can use its reaction to move
                                                                up to half its speed and make one melee weapon attack.
         Shadow Jaunt. The hobgoblin magically teleports, along with any
         equipment it is wearing or carrying, up to 30 feet to an unoccupied   Bonus Actions
         space it can see.  It then has advantage on the first melee attack it
         makes before the end of the turn. Both the space it is leaving and its   War Chant. The hobgoblin performs a war chant that lasts until the
         destination must be in dim light or darkness.          start of the hobgoblin's next turn.  The hobgoblin can select from one
         Legendary Actions                                      of three effects:
                                                                1. Chant of Cunning. Provided the hobgoblin isn't incapacitated, an
         The assassin can take 3 legendary actions, choosing from the   ally that starts its turn within 30 feet of the hobgoblin and can hear
         options below. Only one legendary action option can be used at a   the hobgoblin can take the Dash, Disengage, or Hide action as a
         time and only at the end of another creature's turn. The assassin   bonus action.
         regains spent legendary actions at the start of its turn.  2. Chant of Dread. Provided the hobgoblin isn't incapacitated, an
         Shift. The hobgoblin moves up to half its speed without provoking   enemy that starts its turn within 30 feet of the hobgoblin and can
           opportunity attacks.                                 hear the hobgoblin must succeed on a DC 13 Wisdom saving throw
         Cantrip. The hobgoblin casts a cantrip.                or become frightened until the end the start of its next turn.  If a
         Attack (Costs 2 Actions). The hobgoblin makes a melee or ranged   creature's saving throw is successful, the creature is immune to the
           weapon attack.                                       hobgoblin's Chant of Dread for the next 24 hours.
         Cast a Spell (Costs 1-2 Actions). The hobgoblin uses a spell slot to    3. Chant of Resolve. Provided the hobgoblin isn't incapacitated,
           cast a 1st- or 2nd-level spell that it has prepared. Doing so costs 1   an ally that starts its turn within 30 feet of the hobgoblin and can
           legendary action per level of the spell.             hear the hobgoblin gains advantage on saving throws against being
         Reactions                                              charmed and frightened until the start of its next turn.
         Uncanny Dodge. The hobgoblin halves the damage that it takes
         from an attack that hits it. The hobgoblin must be able to see the
         attacker.


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