Page 166 - Monster Manual Expanded III Dragonix
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Hobgoblin Warlord of Nomog-Geaya Hobgoblin Wyrmlord of Tiamat
Medium humanoid (goblinoid), lawful evil Medium humanoid (goblinoid), lawful evil
Armor Class 17 (splint mail) Armor Class 17 (scale mail, shield)
Hit Points 60 (8d8 + 24) Hit Points 105 (14d8 + 42)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 16 (+3) 12 (+1) 12 (+1) 14 (+2) 16 (+3) 12 (+1) 16 (+3) 12 (+1) 17 (+3) 16 (+3)
Saving Throws Str +6, Con +6 Saving Throws Con +7, Int +5, Wis +7
Skills Athletics +6, Intimidation +5 Skills Arcana +5, Intimidation +7, Perception +7, Religion +9
Senses darkvision 60 ft., passive Perception 11 Senses darkvision 60 ft., passive Perception 17
Languages Common, Goblin Languages Common, Goblin
Challenge 5 (1,800 XP) Proficiency Bonus +3 Challenge 9 (5,000 XP) Proficiency Bonus +4
Aura of Tyranny. An ally that is within 30 feet of the hobgoblin and Battle Concentration. The hobgoblin has advantage on Constitution
can see and hear the hobgoblin and has less hit points than the saving throws that it makes to maintain concentration on a spell
hobgoblin has advantage to saving throws against being charmed when it takes damage.
and frightened, provided that the hobgoblin isn't incapacitated.
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 10 (3d6) damage to a creature it hits with a weapon attack Martial Advantage. Once per turn, the hobgoblin can deal an
if that creature is within 5 feet of an ally of the hobgoblin that isn't
extra 10 (3d6) damage to a creature it hits with a weapon attack
incapacitated.
if that creature is within 5 feet of an ally of the hobgoblin that isn't
Actions incapacitated.
Actions
Multiattack. The hobgoblin makes two attacks: one with its
Longsword and one with its Handaxe.
Multiattack. The hobgoblin makes two War Pick attacks or makes
Longsword. Melee Weapon Attack: +6 to hit, one target. one War Pick attack and casts one spell that takes 1 action to cast.
Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if
War Pick. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
used with two hands.
Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) fire damage.
Handaxe. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
Spellcasting. The hobgoblin is a 10th-level spellcaster. Its
range 20/60 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell
Rally Allies (1/Day). Up to ten allies within 60 feet of the hobgoblin attacks). It has the following cleric spells prepared:
and can hear the hobgoblin gain advantage to attack rolls and saving Cantrips (at will): guidance, resistance, sacred flame (2d8),
throws until the start of the hobgoblin's next turn. thaumaturgy, word of radiance (2d6)
Bonus Actions 1st level (4 slots): bane, command, chromatic orb, healing word
2nd level (3 slots): blindness/deafness, dragon's breath, hold person,
Nomog-Geaya's Command. The hobgoblin targets one allied lesser restoration
hobgoblin it can see within 30 feet of it. If the target can see or hear 3rd level (3 slots): dispel magic, fear, fly, glyph of warding, lightning
the hobgoblin the target can use its reaction to make one melee bolt, tongues
attack with advantage on the roll. If the target misses, it takes 5 4th level (3 slots): banishment, divination, fire shield, freedom of
(1d10) psychic damage. movement, locate creature
Legendary Actions 5th level (2 slots): commune, contagion, flame strike, holy weapon
Tiamat's Breath (1/Day). The hobgoblin chooses an energy type
The hobgoblin can take 3 legendary actions, choosing from the
from acid, cold, fire, lightning, or poison. The hobgoblin exhales
options below. Only one legendary action option can be used at a
energy of the chosen type in a 15-foot cone. Each creature in that
time and only at the end of another creature's turn. The hobgoblin area must make a DC 15 Dexterity saving throw, taking 27 (6d8)
regains spent legendary actions at the start of its turn.
damage of the chosen damage type on a failed save, or half as much
Charge. The hobgoblin moves up to its speed.
damage on a successful one.
Double Attack (Costs 2 Actions). The hobgoblin makes two attacks:
one with its Longsword and one with its Handaxe. Legendary Actions
Terrify Foes (Costs 1-3 Actions). The hobgoblin targets up to 3 The hobgoblin can take 3 legendary actions, choosing from the
creatures it can see within 30 feet of it. If the target can see and options below. Only one legendary action option can be used at a
hear the hobgoblin, the target must succeed on a DC 13 Wisdom time and only at the end of another creature's turn. The hobgoblin
saving throw or become frightened until the end of the hobgoblin's regains spent legendary actions at the start of its turn.
next turn. A target is paralyzed while frightened in this way. It
Move. The hobgoblin moves up to half its speed without provoking
costs 1 legendary action per target.
opportunity attacks.
Reactions Cantrip. The hobgoblin casts a cantrip.
War Pick. The hobgoblin makes a War Pick attack.
Parry and Counter. The hobgoblin adds 3 to its AC against one
Cast a Spell (Costs 1-2 Actions). The hobgoblin uses a spell slot to
melee or ranged weapon attack that would hit it. To do so, it must
cast a 1st- or 2nd-level spell that it has prepared. Doing so costs 1
be able to see the attacker and be wielding a melee weapon. If the
legendary action per level of the spell.
attack misses, the hobgoblin can make one melee attack against the
attacker if it is within its reach.
165
Bestiary

