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Monster

Hobgoblin Warlord

Medium Humanoid · Lawful Evil

Monster Manual Page 187
Armor Class 20
Hit Points 97 (13d8 + 39)
Speed Walk 30 ft.
CR 6
STR 16 +3
DEX 14 +2
CON 16 +3
INT 14 +2
WIS 11 +0
CHA 15 +2

Traits

Martial Advantage

Once per turn, the hobgoblin can deal an extra 14 () 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 .

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. 7 () Slashing damage, or 8 () Slashing damage if used with two hands.

Shield Bash

Melee Weapon Attack +9 to hit, reach 5 ft., one creature. 5 () Bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 14 Strength saving throw or be knocked .

Javelin

Melee or Ranged Weapon Attack +9 to hit, reach 5 ft. or range 30/120 ft., one target. 6 () 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 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 .

Reactions

Parry

The hobgoblin adds 3 to its AC against one melee attack that would hit it. To do so, the hobgoblin must see the attacker and be wielding a melee weapon.
Confirmation

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