Skip to main content

Hobgoblin

Medium Humanoid (goblinoid), lawful evil

CR 1/2

100 XP

AC: 18 (chain mail, shield)
HP: 11 (2d8+2)
Speed: walk 30 ft.
Senses: darkvision 60 ft., passive Perception 10
Languages: Common, Goblin
STR
13
+1
DEX
12
+1
CON
12
+1
INT
10
+0
WIS
10
+0
CHA
9
-1

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

Challenge: CR 1/2
Type: Humanoid
Size: Medium
Alignment: lawful evil
Best for party of 4 at level 1-2

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.

Related Monsters