Hobgoblin Longblade
Medium • Fey • Lawful Evil
Armor Class 16
Hit Points 22 (4d8 + 4)
Speed 30 ft.
Initiative +3 (13)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 13 (+1) | 13 (+2) | 10 (+0) | 11 (+0) | 9 (-1) |
Gear greatsword, half plate
Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin
CR 1 (XP 200; PB +2)

Pack Tactics. The hobgoblin has advantage on an attack roll against a creature if at least one of the hobgoblin's allies is within 5 feet of the creature and the ally isn't incapacitated.
Tight Grip. The hobgoblin can’t be disarmed while it is not incapacitated.
ACTIONS
Greatsword. Melee Weapon Attack: +4, reach 5 ft. Hit: 12 (3d6 + 2) slashing damage. Additionally, one creature of the hobgoblin’s choice within reach takes half as much damage.
REACTIONS
Imposing Strike. Trigger: A creature within 5 feet of the hobgoblin makes an attack against a creature other than itself. Response: The attacker has disadvantage on its attack roll.
Hobgoblin Longblade
Medium • Fey • Lawful Evil
Armor Class 15
Hit Points 9 (2d8)
Speed 30 ft.
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 11 (+0) | 11 (+0) | 10 (+0) | 11 (+0) | 9 (-1) |
Gear greatsword, half plate
Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin
CR 1/8 (XP 25, PB +2)

Pack Tactics. The hobgoblin has advantage on an attack roll against a creature if at least one of the hobgoblin's allies is within 5 feet of the creature and the ally isn't incapacitated.
Tight Grip. The hobgoblin can’t be disarmed while it is not incapacitated.
ACTIONS
Greatsword. Melee Weapon Attack: +3, reach 5 ft. Hit: 6 (1d10 + 1) slashing damage.
Dagger. Melee or Ranged Weapon Attack: +3, reach 5 ft. or range 20/60 ft. Hit: 4 (1d4 + 2) piercing damage.
Hobgoblin Longblade
Medium • Fey • Lawful Evil
Armor Class 17
Hit Points 82 (11d8 + 33)
Speed 30 ft.
Initiative +4 (14)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 15 (+2) | 16 (+3) | 10 (+0) | 11 (+0) | 9 (-1) |
Saving Throws Str +5, Con +5
Gear greatsword, half plate
Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin
CR 4 (XP 1,100, PB +2)

Pack Tactics. The hobgoblin has advantage on an attack roll against a creature if at least one of the hobgoblin's allies is within 5 feet of the creature and the ally isn't incapacitated.
Tight Grip. The hobgoblin can’t be disarmed while it is not incapacitated.
ACTIONS
Multiattack. The hobgoblin makes two Greatsword attacks.
Greatsword. Melee Weapon Attack: +5, reach 5 ft. Hit: 10 (2d6 + 3) slashing damage. Additionally, one creature of the hobgoblin’s choice within reach takes half as much damage.
REACTIONS
Imposing Strike. Trigger: A creature within 5 feet of the hobgoblin makes an attack against a creature other than itself. Response: The attacker has disadvantage on its attack roll.
QUICK REFERENCE
USING MONSTER VARIANTS
Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.
Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.
Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.
