Hobgoblin Devastator
Medium humanoid (goblinoid), lawful evil
Armor Class
13 (studded leather armor)
Hit Points
45 (7d8+14)
Speed
30 ft.
STR
13 (+1)
DEX
12 (+1)
CON
14 (+2)
INT
16 (+3)
WIS
13 (+1)
CHA
11 (0)
Senses
darkvision 60 ft.
Skills
Arcana +5
Languages
Common, Goblin
Challenge
4 (1,100 XP)
Source. Volo’s Guide to Monsters, p. 161
Arcane Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a damaging spell attack if that target is within 5 feet of an ally of the hobgoblin and that ally isn’t incapacitated.
Army Arcane. When the hobgoblin casts a spell that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw.
Spellcasting. The hobgoblin is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared:
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Cantrips (at will): acid splash, fire bolt, ray of frost, shocking grasp
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1st level (4 slots): fog cloud, magic missile, thunderwave
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2nd level (3 slots): gust of wind, Melf’s acid arrow, scorching ray
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3rd level (3 slots): fireball, fly, lightning bolt
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4th level (1 slot): ice storm
Actions
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 4 (1d6+1) bludgeoning damage, or 5 (1d8+1) bludgeoning damage if used with two hands.