Hobgoblin
Medium Humanoid (goblinoid), lawful evil
100 XP
Special Abilities
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 ft. of an ally of the hobgoblin that isn't incapacitated.
Actions
Longsword
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands.
Longbow
Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Quick Reference
Running This Encounter
Hobgoblins are disciplined warriors who fight with tactical precision and rarely act alone. Position them in organized formations with clear lines of sight and prepared defensive positions. They respect strength and hierarchy, so a leader hobgoblin can coordinate others effectively. Use their military discipline to create challenging tactical encounters rather than relying on individual combat prowess.
Combat Tactics
Hobgoblins work together as a unit, using flanking maneuvers and coordinated strikes to maximize damage output. They maintain formation and use ranged attacks from protected positions while melee fighters engage enemies. If they recognize they're outmatched, they will attempt tactical retreats rather than fight to the death.
Environment & Setting
Hobgoblins thrive in fortified positions like military camps, underground strongholds, or abandoned fortresses where they can establish defensive lines. They prefer structured terrain with high ground, cover, and clear sightlines for coordinated combat.