Hobgoblin Scout

Family: Hobgoblin

Medium humanoid (goblinoid), lawful evil

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

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.


  • 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.


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.

This is not the complete section 15 entry - see the full license for this page