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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Bestiary

