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Hobgoblin Scout Weapons, Armor & Items
Medium humanoid (goblinoid), lawful evil Dagger, 4 javelins, studded leather armor, and roll a d12:
Armor Class 13 (studded leather) d12 Item(s)
Hit Points 11 (2d8 + 2)
Speed 30 . 1-6 1d8 days’ hard tack rations
STR DEX CON INT WIS CHA 7-9 A trinket (p. 94)
11(+0) 13 (+1) 12 (+1) 10 (+0) 9 (−1) 9 (−1) 10-11 A leather coin purse containing 10 (3d6) cp
Skills Perception +1 12 A quiver containing 2 (1d4) +1 javelins
Senses darkvision 60 ., passive Perception 11
Languages Common, Goblin Lightly armored scouts range ahead of the main force. Still highly
Challenge 1/4 (50 XP) trained warriors, scouts can be dangerous, but are not expected
Coordinated Attack. e hobgoblin scout adds 1d4 to its attack to ght where eeing is an option; they are of far more use to the
rolls against a creature for each non-incapacitated hobgoblin ally army alive.
within 5 feet of the target, up to a maximum of 3d4.
Actions
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 . or
range 20/60 ., one target. Hit: 3 (1d4 +1) piercing damage.
Javelin. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ., or
range 30/120 ., one target. Hit: 4 (1d6 + 1) piercing damage.
“I seen their faces when they raid. They
“I seen their faces when they raid. They
don’t do it ‘cause they enjoy it, they
don’t do it ‘cause they enjoy it, they
do it ‘cause it’s in their blood. They’re
do it ‘cause it’s in their blood. They’re
born and bred to fi ght.”
-Jana, mercenary, former hobgoblin
-Jana, mercenary, former hobgoblin
slave
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Chapter 4: Hobgoblins

