Hobgoblin

Among the hobgoblins are warriors empowered by psionic prowess.

Hobgoblin Distorter

These hobgoblins are gifted in psionic ability, and master its usage with equal tenacity as they do martial ability. In battle, they use their powers to keep their strongest adversaries at bay to isolate the weaker foes so the distorter and its allies can effortlessly dispatch them. With their greater intellect and power, a distorter can often rise to take command of a hobgoblin clan.

Hobgoblin Strident

Stridents are skilled at breaking from rank to quickly reach high valued targets or to rout foes into the reach of hobgoblin formations. They typically maintain speed of thought to maintain speed, and use glimmer to increase their odds for success.

Hobgoblin Distorter

Medium humanoid (goblinoid), typically lawful evil

Armor Class 17 (splint mail)
Hit Points 80 (12d8 + 24)
Speed 30 ft.

STR

16 (+3)

DEX

12 (+1)

CON

14 (+2)

INT

17 (+3)

WIS

13 (+1)

CHA

9 (−1)

Senses darkvision 60ft., passive Perception 11
Languages Common, Goblin
Challenge 7 (2,900 XP)                              Proficiency Bonus +4


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 any ally of the hobgoblin that isn’t incapacitated.

Power Manifesting. The hobgoblin is a 12th-level manifester. Its manifesting ability is Wisdom (power save DC 15, +7 to hit with power attacks). It has 27 power points to spend on the following powers: accelerated healing, dislocation, energy blast, singularity.

Actions

Multiattack. The hobgoblin makes three glaive attacks.

Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage plus 2 (1d4) bludgeoning damage.

Hobgoblin Strident

Medium humanoid (goblinoid), typically lawful evil

Armor Class 16 (chain mail)
Hit Points 19 (3d8 + 6)
Speed 30 ft. (40 speed of thought)

STR

15 (+2)

DEX

12 (+1)

CON

14 (+2)

INT

10 (+0)

WIS

13 (+1)

CHA

9 (−1)

Senses darkvision 60ft., passive Perception 11
Languages Common, Goblin
Challenge 2 (450 XP)                              Proficiency Bonus +2


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 any ally of the hobgoblin that isn’t incapacitated.

Power Manifesting. The hobgoblin is a 2nd-level manifester. Its manifesting ability is Wisdom (power save DC 11, +3 to hit with power attacks). It has 3 power points to spend on the following powers: glimmer, speed of thought.

Actions

Multiattack. The hobgoblin makes two greatsword attacks when it maintains speed of thought.

Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.

Hand Axe. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) slashing damage.