Hobgoblin Warlord

Medium humanoid (goblinoid), Lawful Evil

Armor Class

20 (plate armor, shield)

Hit Points

97 (13d8+39)

Speed

walk 30 ft.

Saves

Int +5, Wis +3, Cha +5

Senses

darkvision 60 ft.

Languages

Common, Goblin

Challenge

6

Martial Advantage

Once per turn, the hobgoblin 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 makes three melee attacks. Alternatively, it can make two ranged attacks with its javelins.

Longsword

Melee Weapon Attack: +9 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: +9 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Javelin

Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

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 30 feet 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.