Page 187 - D&D Bestiary
P. 187
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Beast Trainers. Hobgoblins have a long history of strongholds il} ~trategically advaritageous locations,
training animals to service. Like the more civilized which they then use as staging areas to expand
races, they use oxen and horses to transport goods their territory.
and weaponry over long distances. They communicate Hobgoblin warlords never tire of combat, but
with each other using trained ravens, and keep vicious they don't take up arms lightly. Before they attack,
wolves to guard prisoners and protect hobgoblin camps. hobgoblins conduct thorough reconnaissance to gauge
Hobgoblin cavalry use trained worgs as steeds, in the the strengths and weaknesses of their foes. When
same way that goblins ride wolves. Some tribes even assaulting a stronghold, they surround it first to cut off
keep carnivorous apes as fighting beasts. escape routes and supply lines, then slowly starve their
Conquer and Control. Hobgoblins claim lands enemies out.
with abundant resources, and they can be found in Hobgoblins fortify their own holdings, bolstering
forests and mountains, near mines and humanoid existing defenses with innovations of their own.
settlements, and anywhere else that wood, metal, and Whether they lair in cavern complexes, dungeons,
potential slaves can be found. They build and conquer ruins, or forests, they protect their strongholds with
ditches, fences, gates, guard towers, pit traps, and crude
catapults or ballistas.
Legion ofMaglubiyet. Hobgoblins worship
Maglubiyet the Mighty One, the greater god of
goblinoids. As terrifying as this figure is, hobgoblins
don't fear death, believing that when they die in battle,
their spirits join the honored ranks of Maglubiyet's army
on the plane of Acheron.
E OUR SH I ELDS ,
TH EY BRE AK a E FOR .
OUR SLA.OES ,
TH EY FALL BENEATH S TO c.oNQ.UER,
TH E IR HOME I S o u R
OUR SLAV ES.
TH EI R CHIL DRE N I
A c.H ERO N / A c.H ERON·
HOBGOBLIN CAPTAIN
VI CTOR Y I S ouRS / T I ON OF A
- TRANSLA Medium humanoid (goblinoid), lawful evil
1-ioaGoBLIN WAR CHANT
Armor Class 17 (half plate)
Hit Points 39 (6d8 + 12)
Speed 30ft.
STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 14 (+2) 12 (+1) 10 (+0) 13 (+1)
Medium humanoid (goblinoid), lawful evil
Senses darkvision 60ft., passive Perception 10
Languages Common, Goblin
Armor Class 18 (chain mail, shield)
Hit Points 11 (2d8 + 2) Challenge 3 (700 XP)
Speed 30ft.
Martial Advantage. Once per turn, the hobgoblin can deal
STR DEX CON INT WIS CHA an extra 10 (3d6) damage to a creature it hits with a weapon
13 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 9 (-1) attack if that creature is within 5 feet of an ally of the hobgoblin
that isn't incapacitated.
Senses darkvision 60ft., passive Perception 10
Languages Common, Goblin ACTIONS
Challenge 1/2 (100 XP)
Multiattack. The hobgoblin makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Martial Advantage. Once per turn, the hobgoblin can deal an
target. Hit: 9 (2d6 + 2) piercing damage.
extra 7 (2d6) damage to a creature it hits with a weapon attack
if that creature is within 5 feet of an ally of the hobgoblin that Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
isn't incapacitated. range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
ACTIONS Leadership (Recharges after a Short or Long Rest). For 1
minute, the hobgoblin can utter a special command or warning
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one
whenever a nonhostile creature that it can see within 30 feet
target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1)
of it makes an attack roll or a saving throw. The creature can
slashing damage if used with two hands.
add a d4 to its roll provided it can hear and understand the
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., hobgoblin. A creature can benefit from only one Leadership die
one target. Hit: 5 (1d8 + 1) piercing damage. at a time. This effect ends if the hobgoblin is incapacitated.
HOBGOBLINS
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