Hobgoblin Houndmaster

Medium • Fey (Goblinoid) • Lawful Evil

Armor Class 15

Hit Points 75 (10d8 + 30)

Speed 30 ft.

Initiative +5 (15)

STRDEXCONINTWISCHA
14 (+2)16 (+3)16 (+3)11 (+0)15 (+2)13 (+1)

Skills Animal Handling +6, Perception +4, Survival +6

Gear dagger, longbow, studded leather

Senses darkvision 60 ft., passive Perception 14

Languages Common, Goblin

CR 3 (XP 700, PB +2)

A fierce hobgoblin archer commanding two snarling red wolves, clad in furs and armor.

Beast Bond. The hobgoblin can communicate simple ideas and commands with Beasts.

Coordinated Pack. The allied Beasts within 30 feet of the hobgoblin have advantage on their initiative roll.

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.

ACTIONS

Multiattack. The hobgoblin makes two Dagger or Longbow attacks.

Dagger. Melee or Ranged Weapon Attack: +5, reach 5 ft or range 20/60 ft. Hit: 8 (2d4 + 3) piercing damage.

Longbow. Ranged Weapon Attack: +5, range 150/600 ft. Hit: 12 (2d8 + 3) piercing damage. Beasts have advantage on Wisdom (Perception or Survival) checks for 1 hour to locate the target.

Spellcasting. The hobgoblin casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12):

1/day: animal messenger, locate animals or plants, pass without trace

BONUS ACTIONS

Sic’ Em (Recharges after a Rest). The hobgoblin chooses a creature within 30 feet that it can see. Each allied Beast that can hear the hobgoblin can use their reaction to move up to its speed toward the target. Further, whenever a Beast hits the target with an attack, the target’s speed is cumulatively reduced by 10 feet until the end of its next turn.

Hobgoblin Houndmaster

Medium • Fey (Goblinoid) • Lawful Evil

Armor Class 14

Hit Points 26 (4d8 + 8)

Speed 30 ft.

Initiative +4 (14)

STRDEXCONINTWISCHA
12 (+1)15 (+2)14 (+2)10 (+0)13 (+1)11 (+0)

Skills Animal Handling +5, Perception +3, Survival +5

Gear dagger, longbow, studded leather

Senses darkvision 60 ft., passive Perception 13

Languages Common, Goblin

CR 1/2 (XP 100, PB +2)

A fierce hobgoblin archer commanding two snarling red wolves, clad in furs and armor.

Beast Bond. The hobgoblin can communicate simple ideas and commands with Beasts.

Coordinated Pack. The allied Beasts within 30 feet of the hobgoblin have advantage on their initiative roll.

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.

ACTIONS

Dagger. Melee or Ranged Weapon Attack: +4, reach 5 ft or range 20/60 ft. Hit: 4 (1d4 + 2) piercing damage.

Longbow. Ranged Weapon Attack: +5, range 150/600 ft. Hit: 6 (1d8 + 2) piercing damage.

Spellcasting. The hobgoblin casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12):

1/day: animal messenger, locate animals or plants, pass without trace

BONUS ACTIONS

Sic’ Em (Recharges after a Rest). The hobgoblin chooses a creature within 30 feet that it can see. Each allied Beast that can hear the hobgoblin can use their reaction to move up to its speed toward the target. Further, whenever a Beast hits the target with an attack, the target’s speed is cumulatively reduced by 10 feet until the end of its next turn.

Hobgoblin Houndmaster

Medium • Fey (Goblinoid) • Lawful Evil

Armor Class 15

Hit Points 135 (18d8 + 54)

Speed 30 ft.

Initiative +6 (16)

STRDEXCONINTWISCHA
16 (+3)17 (+3)17 (+3)13 (+1)17 (+3)15 (+2)

Saving Throws Dex +6, Wis +6

Skills Animal Handling +9, Perception +6, Survival +9

Gear dagger, longbow, studded leather

Senses darkvision 60 ft., passive Perception 16

Languages Common, Goblin

CR 6 (XP 2,300, PB +3)

A fierce hobgoblin archer commanding two snarling red wolves, clad in furs and armor.

Beast Bond. The hobgoblin can communicate simple ideas and commands with Beasts.

Coordinated Pack. The allied Beasts within 30 feet of the hobgoblin have advantage on their initiative roll.

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.

ACTIONS

Multiattack. The hobgoblin makes three Dagger or Longbow attacks.

Dagger. Melee or Ranged Weapon Attack: +6, reach 5 ft or range 20/60 ft. Hit: 9 (2d4 + 3) piercing damage.

Longbow. Ranged Weapon Attack: +6, range 150/600 ft. Hit: 16 (3d8 + 3) piercing damage. Beasts have advantage on Wisdom (Perception or Survival) checks for 1 hour to locate the target.

Spellcasting. The hobgoblin casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 14):

2/day: animal messenger, locate animals or plants, pass without trace

BONUS ACTIONS

Sic’ Em (Recharges 5-6). The hobgoblin chooses a creature within 60 feet that it can see. Each allied Beast that can hear the hobgoblin can use their reaction to move up to its speed toward the target. Further, whenever a Beast hits the target with an attack, the target’s speed is cumulatively reduced by 10 feet until the end of its next turn.

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.