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Hobgoblin Scout

Medium humanoid (goblinoid), lawful evil

Armor Class 13 (studded leather)
Hit Points 11 (2d8 + 2)
Speed 30 ft.

STR DEX CON INT WIS CHA
11(+0) 13 (+1) 12 (+1) 10 (+0) 9 (-1) 9 (-1)

Skills Perception +1
Senses darkvision 60 ft., passive Perception 11
Languages Common, Goblin
Challenge 1/4 (50 XP)

Special Traits

  • Coordinated Attack. The hobgoblin scout adds 1d4 to its attack rolls against a creature for each non-incapacitated hobgoblin ally within 5 feet of the target, up to a maximum of 3d4.

Actions

  • Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 +1) piercing damage.
  • Javelin. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft., or range 30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

About

Lightly armored scouts range ahead of the main force. Still highly trained warriors, scouts can be dangerous, but are not expected to fight where fleeing is an option; they are of far more use to the army alive.

Section 15: Copyright Notice

Game Master’s Toolbox Ultimate Bestiary: Revenge of the Horde Copyright 2017, Chris Haskins, Nord Games LLC.