Hobgoblin Commander (5e Creature)

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Hobgoblin Commander[edit]

Medium humanoid (goblinoid), lawful evil

Armor Class 18 (breastplate, shield)
Hit Points 39 (6d8 + 12)
Speed 30 ft.

13 (+1) 15 (+2) 14 (+2) 12 (+1) 11 (+0) 13 (+1)

Saving Throws Dex +4, Int +3
Skills History +3, Insight +4, Intimidation +3, Investigation +3, Perception +4, Persuasion +3
Proficiency Bonus +2
Senses darkvision 60 ft., passive Perception 14
Languages Common, Goblin
Challenge 2 (450 XP)

Fey Ancestry. The hobgoblin has advantage on saving throws against being charmed, and magic can't put the hobgoblin to sleep.

Sneak Attack (1/Turn). The hobgoblin deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the hobgoblin that isn't incapacitated and the hobgoblin doesn't have disadvantage on the attack roll.

Tandem Tactician. When the hobgoblin takes the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of the hobgoblin, if the target can see or hear the hobgoblin. Additionally, the hobgoblin can Help two allies targeting the same creature with one use of the Help action.


Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.


Cunning Action. The hobgoblin takes the Dash, Disengage, Hide, or Help action.


Uncanny Dodge. The hobgoblin halves the damage of one attack that hits it.

See 5e SRD:Hobgoblin.

(2 votes)

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