Hobgoblin Longblade

Medium • Fey • Lawful Evil

Armor Class 16

Hit Points 22 (4d8 + 4)

Speed 30 ft.

Initiative +3 (13)

STRDEXCONINTWISCHA
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)

A muscular hobgoblin warrior in ornate armor wielding a large sword, ready for battle.

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)

STRDEXCONINTWISCHA
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)

A muscular hobgoblin warrior in ornate armor wielding a large sword, ready for battle.

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)

STRDEXCONINTWISCHA
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)

A muscular hobgoblin warrior in ornate armor wielding a large sword, ready for battle.

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.