Hobgoblin Stats - Archipelago Adventure

by VaranSL

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Hobgoblin Ocean Raiders

The ocean is a scary place, especially with the Hobgoblin Raiders that have taken to their ships and are employing their normal military precision to raiding coastal towns, villages and cities. The sound of catapults and mangonels, maybe even cannons, lead their assaults, followed by their ranks of pedites and specialized commanders.

Hobgoblin Pedites

These front line combatants are the bulk of the Hobgoblin might and are also talented sailors. They are trained at a young age to raise sails, spar with weapons, tie knots, and strategies in war. The pedites are typically younger hobgoblins who throw themselves into combat with a battle lust, all in the hope of gaining valor and rising through the ranks of the Hobgoblin society.


Hobgoblin Pedites

Medium humanoid (goblinoid), lawful evil


  • Armor Class 16 (chain shirt, shield)
  • Hit Points 16 (3d8 + 3)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 9 (-1)

  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common, Goblin
  • Challenge 1/2 (100 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.

Water Expertise. The hobgoblin does not suffer disadvantage on their melee weapon attacks while they are in the water and can hold their breath for twice as long as normal.

Actions

Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage

Crossbow, Light. Ranged Weapon Attack: +3 to hit, reach 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage

Hobgbolin Nanti

These silent strikers are one with the waves and used as the scouts for the oncoming raiders. They are able to swim great distances and fight with the power of water. They sneak up on vessels in the water, and then strike out sending sailors overboard into the water where their comrades can easily dispatch them.


Hobgoblin Nanti

Medium humanoid (goblinoid), lawful evil


  • Armor Class 14 (leather armor)
  • Hit Points 32 (5d8 + 10)
  • Speed 30 ft., swim 40 ft.

STR DEX CON INT WIS CHA
14 (+3) 16 (+3) 15 (+2) 11 (+0) 15 (+2) 14 (+2)

  • Skills Perception +4, Stealth +5, Survival +4
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Common, Goblin
  • Challenge 2 (450 XP)

Dark Tide. While the hobgoblin is in water, they have advantage on all Stealth checks.

Spellcasting. The hobgoblin is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following ranger spells known:

1st level (3 slots): ensaring strike, hunter's mark, longstrider, zephyr strike

Water Expertise. The hobgoblin does not suffer disadvantage on their melee weapon attacks while they are in the water and can hold their breath for twice as long as normal.

Actions

Multiattack. The hobgoblin makes two shortsword or shortbow attacks.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) piercing damage

Shortbow. Ranged Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) piercing damage

Studied Enemy. The hobgoblin chooses a target they can see and studies them. The target must succeed on a DC 12 Wisdom saving throw, otherwise the hobgoblin learns how to hurt them gaining advantage on all attack rolls against the target for 1 minute. Regardless if the target saved, the hobgoblin can then make a single weapon attack against them.

Hobgoblin Iuris

Smart, deadly and in tune with the ocean, the Iuris use their power to inflict order on to chaos. They can be found navigating ships and, just as they impose their will on the ocean, they impose their will on the battlefield. They seek to control, rather than deal damage, and they use many of the same spells they use to quiet the ocean to quiet their enemies.


Hobgoblin Iuris

Medium humnaoid (goblinoid), lawful evil


  • Armor Class 11 (14 with Mage Armor)
  • Hit Points 31 (7d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 12 (+1) 11 (+0) 16 (+3) 12 (+1) 9 (-1)

  • Saving Throws INT +5, WIS +3
  • Skills Arcana +5, Nature +5
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Common, Goblin
  • Challenge 4 (1,100 XP)

Spellcasting. The hobgoblin is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The hobgolin has the following wizard spells prepared:

Cantrips (at will): gust, mending, shape water, thunderclap
1st level (4 slots): catapult, mage armor, shield
2nd level (3 slots): gust of wind, levitate, warding wind
3rd level (3 slots): wall of water, water breathing
4th level (1 slot): control weather, storm sphere

Actions

Dagger. Melee or Ranged Weapon Attack: +3 to hit, Reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage

Hobgoblin Princeps

Talented and highly trained in their martial powers, the princeps are the captains of a ship. They started as a lowly pedite, but through their acts of valor and skill on the battlefield, the Hobgoblin Fabula recognized this Hobgoblin and they rose to be a captain of a raiding ship. The more acts of valor and renown they gain, the larger the ship they control.


Hobgoblin Princeps / Captain of a Sloop

Medium humanoid (goblinoid), lawful evil


  • Armor Class 17 (half plate)
  • Hit Points 39 (6d8 + 12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 14 (+2) 12 (+1) 10 (+0) 13 (+1)

  • Saving Throws STR +4, CON +4
  • Skills Athletics +4, Intimidation +3
  • 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.

Water Expertise. The hobgoblin does not suffer disadvantage on their melee weapon attacks while they are in the water and can hold their breath for twice as long as normal.

Actions

Multiattack. The hobgoblin makes two scimitar attacks.

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Crossbow, Heavy. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage.

Leadership (Recharges after a Short or Long Rest). For l 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.


Hobgoblin Princeps / Captain of a Warship

Medium humanoid (goblinoid), lawful evil


  • Armor Class 20 (plate, shield)
  • Hit Points 82 (11d8 + 33)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 14 (+2) 11 (+0) 15 (+2)

  • Saving Throws STR +6, CON +6
  • Skills Athletics +6, Intimidation +5
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common, Goblin
  • Challenge 5 (1,800 XP)

Martial Advantage. Once per turn, the hobgoblin can deal an extra 14 (4d6) 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.

Water Expertise. The hobgoblin does not suffer disadvantage on their melee weapon attacks while they are in the water and can hold their breath for twice as long as normal.

Actions

Multiattack. The hobgoblin makes two scimitar attacks.

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands.

Leadership (Recharges after a Short or Long Rest). For l 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 d6 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.

Hobgoblin Fabula

One of the most important roles on the ship are the fabula for they are the story tellers and record keepers. When a princeps return to their Rex to tell of their victory and valor, it is the fabula that the other hobgoblins turn to for the validity of a princeps' valor and glory. If the fabula disagrees, their word is taken above the princeps and the princeps is usually derided, dropped in rank or killed outright if the fabula claims that they acted with cowardice.


Hobgoblin Fabula

Medium humanoid (goblinoid), lawful evil


  • Armor Class 14 (studded leather)
  • Hit Points 44 (8d8 + 8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2)

  • Saving Throws DEX +4, WIS +4
  • Skills Persuasion +4, Perception +3, Performance +4
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Common, Goblin
  • Challenge 2 (450 XP)

Spellcasting. The fabula is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following bard spells prepared:

Cantrips (at will): mending, message, vicious mockery
1st level (4 slots): bane, detect magic, heroism, thunderwave
2nd level (3 slots): calm emotions, invisibility, shatter

Inspire the Troops (2/Day). The fabula can use a bonus action on its turn to target one creature within 30 feet of it. If the target can hear the fabula, the target has advantage on ability checks, attack rolls, and saving throws until the start of the fabula's next turn.

Actions

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Hobgoblin Rex

The rex is the ruler of the hobgoblins and is much like a king, except their title is not hereditary but earned. Their martial power is infused with the power of their valor, and they can strike out at enemies with the divine force of their will. The rex often have their own massive warship, or they oversee a small fleet of ships that they lead on raids. They radiate courage and are constantly being watched by the fabula, for if their valor could ever be questioned, can they really be the rex?

 

 

 

 

 

 

 

 

 

 

 



Hobgoblin Rex

Medium humanoid (goblinoid), lawful evil


  • Armor Class 20 (plate, shield)
  • Hit Points 112 (15d8 + 45)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 16 (+3) 15 (+2) 11 (+0) 17 (+3)

  • Saving Throws WIS +5, CHA +6
  • Skills History +5, Intimidation +6
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common, Goblin
  • Challenge 8 (3,900 XP)

Devastating Strikes. The hobgoblin scores a critical hit on a 19 or 20.

Spellcasting. The hobgoblin is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It has the following paladin spells prepared:

1st level (4 slots): command, compelled duel, shield of faith
2nd level (3 slots): aid, hold person, zone of truth
3rd level (2 slots): bestow curse, fear

Martial Advantage. Once per turn, the hobgoblin can deal an extra 14 (4d6) 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.

Water Expertise. The hobgoblin does not suffer disadvantage on their melee weapon attacks while they are in the water and can hold their breath for twice as long as normal.

Actions

Multiattack. The hobgoblin makes three attacks with its scimitar or its spear.

Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands.

Legendary Actions

The hobgoblin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The hobgoblin regains spent legendary actions at the start of its turn.

Weapon Attack. The hobgoblin makes a weapon attack.

Command Ally. The hobgoblin targets one ally it can see within 30 feet of it. If the target can see and hear the warlord, the target can make one weapon attack as a reaction and gains advantage on the attack roll.

Battle Cry (Costs 3 Actions). The hobgoblin gives out a mighty battle cry and all creatures of the hobgoblin's choice that are within 30 feet and can hear the hobgoblin are infused with valor. The hobgoblin must expend a 1st level spell slot, and all targeted creatures gain 2d8 temporary hit points, the hobgoblin can expend a higher level spell slot, giving an additional 1d8 temporary hit points per spell level above 1st level.

 

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