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.

medium
humanoid
cr3
out-of-the-box-5e