Hobgoblin Elite Guard

Family: Hobgoblin

Medium humanoid (hobgoblin), lawful evil

Armor Class 19 (half plate, shield)
Hit Points 161 (19d8 + 76)
Speed 30 ft.

19 (+4) 15 (+2) 18 (+4) 12 (+1) 13 (+1) 13 (+1)

Saving Throws Constitution +7, Wisdom +4
Skills Perception +7
Senses darkvision 60 ft., passive Perception 17
Languages Common, Goblin
Challenge 6 (2,300 XP)

Special Traits

  • Martial Advantage. Once per turn, the hobgoblin elite guard can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn’t incapacitated.
  • Second Wind (Recharges after a Short or Long Rest). As a bonus action, the hobgoblin elite guard can regain 20 hit points.


  • Multiattack. The hobgoblin elite guard makes three melee attacks: two with its longsword and one shield bash.
  • Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.
  • Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
  • Javelin. Melee or Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.


  • Parry. The hobgoblin elite guard adds 3 to its AC against one melee attack that would hit it. To do so, it must see the attacker and be wielding a melee weapon.
Section 15: Copyright Notice

Rappan Athuk © 2018, Frog God Games, LLC; Authors Bill Webb, Clark Peterson, Skeeter Green, Tom Knauss, Lance Hawvermale, WDB Kenower, Casey Christofferson, and Greg Raglund; based on the original creation of Bill Webb.