Hobgoblin War Priest
Medium • Fey (Goblinoid) • Lawful Evil
Armor Class 14
Hit Points 26 (4d8 + 8)
Speed 30 ft.
Initiative +3 (13)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 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)

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)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 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)

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)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 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)

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.
