Hobgoblin Marshal
Medium humanoid (goblinoid), lawful evil
Armor Class
17 (half plate)
Hit Points
39 (6d8 + 12)
Speed
30 ft.
STR
15 (+2)
DEX
14 (+2)
CON
14 (+2)
INT
12 (+1)
WIS
10 (+0)
CHA
13 (+1)
Senses
darkvision 60 ft., Passive Perception 10
Languages
Common, Goblin
Challenge
3 (700 XP)
Martial Advantage. Once per turn, the hobgoblin can deal an extra 10 (3d6) 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 two melee weapon attacks.
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 +2) piercing damage is used with two hands to make a melee attack.
Fiery Longbow. Ranged Weapon Attack: +4 to hit, range 50/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage and 2 (1d4) fire damage. If the target is a creature or a flammable object, it ignites and takes 2 (1d4) fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
Alchemist’s Fire. Improvised Weapon Attack: +2 to hit, range 20 ft., one target. Hit: 2 (1d4) fire damage. The target takes 2 (1d4) fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
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.