Hobgoblin Commander
Medium humanoid (goblinoid), lawful evil
- Armor Class 17 (Scale Mail)
- Hit Points 121 (12d8 + 24)
- Speed 30 ft.
STR DEX CON INT WIS CHA 17 (+3) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 9 (−1)
- Senses darkvision 60 ft., passive Perception 10
- Languages Common, Goblin
- Challenge 7 (100 XP)
Actions
Multiattack. The Commander can make two attacks with its glaive or two with its javelins.
Glaive. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 3) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Bonus Actions
"Do Better!" The Hobgoblin Commander shouts to his allies, emboldening them. 1d6 of the Commander's allies may gain advantage on their next attack roll or ability check.
Reactions
The Commander is watching. As a reaction to a creature the Commander can see missing an attack roll the Commander may snarl at them, "Hit them you fool!". The creature may immediately make another attack roll.
Villain Actions
Phalanx The Commander shouts a command to his armored warriors, "Form up!". The Armored warriors form into a Phalanx, side by side, granting them +2 AC and +5 reach with their Spears, but reducing their speed to 0.
Volley The Commander shouts a command to his archers, "Fire on the back line!". Creatures within 15 feet of a point the Commander chooses must succeed a DC 14 Dexterity saving throw or take 4d6 piercing damage and be slowed until the end of their next turn, or half than on a success and not be slowed.
Trap the Fighters The Commander shouts a command to his trap masters, "Trap the fighters!". The Trap Masters release a lever, which drops a cage trap. A cage drops on a point of the Commanders choosing, trapping all creatures inside. A successful DC 16 Strength check or elimination of the Trap Masters will release the cage.
image source: Fabio Gorla https://www.behance.net/gallery/6205063/Characters-Paizo-Pathfinder
Hobgoblin Warriors
Medium humanoid (goblinoid), lawful evil
- Armor Class 18 (warrior), 14 (archer), 15 (trap master)
- Hit Points 63/38/45 (7d8 + 7 - warrior/archer/trap master)
- Speed 30 ft.
STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 13 (+1) 12 (+1) 10 (+0) 9 (−1)
- Senses darkvision 60 ft., passive Perception 10
- Languages Common, Goblin
- Challenge 3 (100 XP)
Actions
Multiattack. The warrior and archer make two spear and two longbow attacks.
Warrior Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 2) piercing damage.
Archer Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Trap Master Trap. The Trap Master releases a trap lever. Roll 1d4 and consult the below table for the trap that appears
Input Trap Description 1 Pitfall Creatures within 5 feet of a point you choose must succeed a DC 12 Dexterity saving throw or fall into a 10 foot pit. 2 Spikes Creatures within 5 feet of a point you choose must succeed a DC 12 Dexterity saving throw or take 1d6 piercing damage on a fail, or half on a succeess. 3 Gas Creatures within 5 feet of a point must succeed a DC 12 Constitution saving throw or take 1d6 poison damage. 4 Mud A 10 foot radius area becomes difficult terrain for 1 minute.
image source: Steve Prescott https://www.instagram.com/thesteveprescott/