Hobgoblin Seer (5e Creature)

From D&D Wiki

Jump to: navigation, search

Hobgoblin Seer[edit]

Medium humanoid (goblinoid), lawful evil

Armor Class 13 (studded leather)
Hit Points 45 (7d8 + 14)
Speed 30 ft.

13 (+1) 12 (+1) 14 (+2) 16 (+3) 14 (+2) 11 (+0)

Skills Arcana +5, Perception +4
Proficiency Bonus +2
Condition Immunities blinded
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 14
Languages Common, Goblin
Challenge 2 (450 XP)

Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6) 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.

Spellcasting. The hobgoblin is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The hobgoblin has the following wizard spells prepared:

Cantrips (at will): fire bolt, mage hand, prestidigitation, true strike
1st level (4 slots): detect magic, identify, magic missile, shield
2nd level (3 slots): locate object, suggestion
3rd level (3 slots): counterspell, dispel magic, fly
4th level (3 slots): divination, locate creature
5th level (1 slot): scrying


Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1) bludgeoning damage if wielded with two hands.

Hobgoblins blinded early in life are often abandoned or killed by their peers, but some are deemed worthy to join the ranks of the hobgoblin seers. Hobgoblin seers divine distant targets prime for attack, and guide legions to battle. A seer rarely enters direct combat, preferring to relay their discoveries to the legion, though a seer is seldom seen without a complement of guards, as the death of a seer can be a severe blow to the greater hobgoblin host.

(0 votes)

Back to Main Page5e HomebrewCreatures

Home of user-generated,
homebrew pages!