Hobgoblin War Priest

Medium • Fey (Goblinoid) • Lawful Evil

Armor Class 14

Hit Points 26 (4d8 + 8)

Speed 30 ft.

Initiative +3 (13)

STRDEXCONINTWISCHA
12 (+1)12 (+1)14 (+2)13 (+1)17 (+3)14 (+2)

Skills Medicine +5, Religion +3

Gear chain shirt, holy symbol, quarterstaff

Senses darkvision 60 ft., passive Perception 13

Languages Common, Goblin

CR 1 (XP 200; PB +2)

A hobgoblin cleric in robes and armor holding a holy staff, exuding divine power.

Crusader’s March. While in a 30-foot emanation originating from the hobgoblin, the hobgoblin and its allies don’t suffer penalties for a fast travel path and have advantage on saving throws against exhaustion from traveling.

Iron Conviction. The hobgoblin has advantage on saving throws to maintain its concentration.

ACTIONS

Dispelling Strike. Melee Spell Attack: +5, reach 5 ft. Hit: 16 (3d8 + 3) radiant damage, and one spell of level 2 or lower affecting the target is dispelled.

Holy Command. The goblin casts command. As part of the spell, it can say two words instead of one.

Spellcasting. The hobgoblin casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13):

At will: resistance, thaumaturgy

1/day: aid, haste, hold person, mass cure wounds, slow

REACTIONS

Test the Faithless (2/Day). Trigger: A creature within 20 feet of the hobgoblin that it can see succeeds on a saving throw. Response: The target must reroll that save, using the new roll.

Hobgoblin War Priest

Medium • Fey (Goblinoid) • Lawful Evil

Armor Class 13

Hit Points 26 (4d8 + 8)

Speed 30 ft.

Initiative +2 (12)

STRDEXCONINTWISCHA
10 (+0)10 (+0)12 (+1)11 (+0)13 (+1)12 (+1)

Skills Medicine +5, Religion +3

Senses darkvision 60 ft., passive Perception 12

Languages Common, Goblin

CR 1/8 (XP 25, PB;+2)

A hobgoblin cleric in robes and armor holding a holy staff, exuding divine power.

Crusader’s March. While in a 20-foot emanation originating from the hobgoblin, the hobgoblin and its allies don’t suffer penalties for a fast travel path and have advantage on saving throws against exhaustion from traveling.

ACTIONS

Dispelling Strike. Melee Spell Attack: +3, reach 5 ft. Hit: 3 (1d4 + 1) radiant damage.

Spellcasting. The hobgoblin casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 11):

At will: resistance, thaumaturgy

REACTIONS

Test the Faithless (1/Day). Trigger: A creature within 10 feet of the hobgoblin that it can see succeeds on a saving throw. Response: The target must reroll that save, using the new roll.

Hobgoblin War Priest

Medium • Fey (Goblinoid) • Lawful Evil

Armor Class 15

Hit Points 90 (12d8 + 36)

Speed 30 ft.

Initiative +4 (14)

STRDEXCONINTWISCHA
14 (+2)14 (+2)16 (+3)15 (+3)19 (+4)16 (+3)

Saving Throws Wis +6, Cha +5

Skills Medicine +5, Religion +3

Senses darkvision 60 ft., passive Perception 14

Languages Common, Goblin

CR 4 (XP 1,100; PB +2)

A hobgoblin cleric in robes and armor holding a holy staff, exuding divine power.

Crusader’s March. While in a 60-foot emanation originating from the hobgoblin, the hobgoblin and its allies don’t suffer penalties for a fast travel path and have advantage on saving throws against exhaustion from traveling.

Iron Conviction. The hobgoblin has advantage on saving throws to maintain its concentration.

ACTIONS

Multiattack. The hobgoblin makes two Dispelling Strikes. It can replace one of these attacks with a use of Holy Command or Spellcasting.

Dispelling Strike. Melee Spell Attack: +5, reach 5 ft. Hit: 19 (3d10 + 4) radiant damage, and one spell of level 4 or lower affecting the target is dispelled.

Holy Command. The goblin casts command. As part of the spell, it can say two words instead of one.

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

At will: resistance, thaumaturgy

1/day: aid, haste, hold person, mass cure wounds, slow

REACTIONS

Test the Faithless (3/Day). Trigger: A creature within 30 feet of the hobgoblin that it can see succeeds on a saving throw. Response: The target must reroll that save, using the new 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.