Hobgoblin Captain
About
Battle-scarred commanders who hold a war-band together through iron discipline and sharp tactics, turning a rabble of goblinoids into a machine. Where the captain points, the line advances; where it falls, the line breaks.
Stats
Save Rolls
Traits
Special Attack
Greatblade: slashing, melee 5 ft, +2 to hit, 2d6+4 slashing. Shield Bash: bludgeoning, melee 5 ft, 1d6+4 bludgeoning and pushed 5 ft on a failed Dex Quick save. Martial Tactics: once per turn deals an extra 2d6 to a target with one of the captain's allies within 5 ft. Leadership: control, 30 ft, allied goblinoids who can hear the captain add +2 to attack rolls for 1 minute, cooldown special.
Special Defense
Disciplined Command: allied goblinoids within 30 ft are immune to fear while the captain lives. Senses: Night Vision (60 ft).