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Hobgoblin Captain

Medium humanoid (hobgoblin), lawful evil

Armor Class 19 (half plate, shield)
Hit Points 82 (11d8 + 33)
Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 12 (+1) 13 (+1) 13 (+1)

Saving Throws Intelligence +4, Wisdom +4, Charisma +4
Senses darkvision 60 ft., passive Perception 11
Languages Common, Goblin
Challenge 5 (1,800 XP)

Special Traits

  • Martial Advantage. Once per turn, the hobgoblin captain 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.

Actions

  • Multiattack. The hobgoblin captain makes three melee attacks or two ranged attacks.
  • Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
  • Shield Bash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage and the target must succeed on a DC 14 Strength saving throw or be knocked prone.
  • Javelin. Melee or Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Reactions

  • Parry. The hobgoblin captain 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

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene