Page 187 - D&D Bestiary
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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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