Hobgoblin WarlordMedium humanoid (goblinoid)
- 6 (2,300 XP)
Maneuvers. The hobgoblin warlord uses maneuvers (maneuver save DC 14). It has 18 stamina dice which are d8s, a dice limit of 2, regains all expended stamina dice when it finishes a long rest and regains half its total stamina dice when it finishes a short rest, and knows the following maneuvers:
Martial Advantage (1/turn). The hobgoblin can deal an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 1.5 meters of an ally of the hobgoblin that isn’t incapacitated and the hobgoblin doesn’t have disadvantage on the attack roll.
Multiattack. The hobgoblin makes three melee attacks. Alternatively, it can make two ranged attacks with its longspears.
Longsword. Melee Weapon Attack: +6 to hit, reach 1.5 m. 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 1.5 m., one creature. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 14 Reflex saving throw or be knocked prone.
Longspear. Melee or Ranged Weapon Attack: +6 to hit, reach 1.5 m. or range 9/35 m. Hit: 7 (1d8 + 3) piercing damage, or 8 (1d10 + 3) piercing damage if used with two hands to make a melee attack.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 9 meters of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated.
Parry. The hobgoblin adds 3 to its Defense against one melee attack that would hit it. To do so, the hobgoblin must see the attacker and be wielding a melee weapon.