Hobgoblin

Hobgoblin

Medium humanoid (goblinoid)
Challenge

STR
1
DEX
1
CON
1
INT
0
WIS
0
CHA
−1

11
2d8+2
19
Soak
1
Fort
+2
Ref
+2
Will
+0
Defense note chain mail, shield

Speed 5 m.
Skills
Senses darkvision 10 m.
Languages Common, Goblin

Maneuvers. The hobgoblin uses maneuvers (maneuver save Difficulty 11). It has 2 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: hamstring, parry, slice through, spring attack, trip

Martial Advantage (1/turn). The hobgoblin can deal an extra 7 (2d6) damage when it hits a target with a weapon attack if it doesn’t have disadvantage on the attack and the target is flat-footed, if it has advantage on the attack, or when the target is within 1 meter of an enemy of the target that isn’t incapacitated.

Actions (1)

Longsword. Melee Weapon Attack: +2 to hit. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands.

Longspear. Melee or Ranged Weapon Attack: +2 to hit, reach 1 m. or range 5/20 m. Hit: 5 (1d8 + 1) piercing damage, or 6 (1d10 + 1) piercing damage if used with two hands to make a melee attack.

Longbow. Ranged Weapon Attack: +2 to hit, range 20/200 m. Hit: 5 (1d8 + 1) piercing damage.

Desert, Forest, Grassland, Hill, Underdarksrd

Maneuvers

As an action, make a melee weapon attack that deals slashing damage to cripple the creature.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 until the end of its next turn.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

  • You can expend 1 additional stamina die so the creature is slowed for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

As a reaction, which you use when you are hit by a weapon attack that you can see, you can block the blow with a melee weapon you wield. Roll a d3 and add the result to your Defense against the triggering attack. You can do so after the roll but before any effects of the roll occur.

As an action, make a weapon attack with a melee weapon that deals slashing damage and then slice through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.

On a failure, it takes slashing damage equal to the stamina die.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack and a Brawn check to Trip.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.