Hobgoblin Captain

Medium Humanoid

Armor Class 18

Hit Points 52 (8d8+16)

Speed walk +30

Challenge 3

STR
16
+3
DEX
14
+2
CON
14
+2
INT
14
+2
WIS
12
+1
CHA
14
+2

Saving Throws str +5, wis +3

Skills athletics +5, perception +3, engineering +4, intimidation +4

Senses darkvision 60 ft., passive Perception 13

Languages Common, Goblin

Special Abilities

Formation Movement. If the hobgoblin begins its turn within 5 feet of an ally that is not incapacitated, its movement doesnt provoke opportunity attacks.

Actions

Multiattack. The hobgoblin attacks twice with its greatsword.

Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Officers Command (1/Day). The hobgoblin inspires creatures of its choice within 30 feet that can hear and understand it and that have a Challenge Rating of 2 or lower. For the next minute inspired creatures gain an expertise die on attack rolls and saving throws. A creature can benefit from only one Officers Command at a time.

Source: Level Up Advanced 5e Monstrous Menagerie · OGL/Open