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.
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