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.