Free interactive D&D 5e SRD stat block

Hobgoblin Captain

Medium Fey, CR 3, AC 17, 58 HP. Lawful Evil.

Medium Fey (Goblinoid), Lawful Evil

AC
17
Initiative
+4 (14)
HP
58 (9d8+18)
Speed
30 ft.
ScoreModSave
STR 15 +2 +2
DEX 14 +2 +2
CON 14 +2 +2
INT 12 +1 +1
WIS 10 +0 +0
CHA 13 +1 +1
Senses
Darkvision 60 ft.; Passive Perception 10
Languages
Common, Goblin
CR
3 (XP 700; PB +2)
Gear
Greatsword, Half Plate Armor, Longbow

Traits

Aura of Authority. While in a 10-foot Emanation originating from the hobgoblin, the hobgoblin and its allies have Advantage on attack rolls and saving throws, provided the hobgoblin doesn't have the Incapacitated condition.

Actions

Multiattack. The hobgoblin makes two attacks, using Greatsword or Longbow in any combination.

Greatsword. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6+2) Slashing damage plus 3 (1d6) Poison damage.

Longbow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 6 (1d8+2) Piercing damage plus 5 (2d4) Poison damage.

How to run Hobgoblin Captain

A Hobgoblin Captain is the officer in the room. CR 3, AC 17, 58 HP, and a 10-foot Aura of Authority that gives the captain and every ally inside it Advantage on attack rolls and saving throws. The captain is not the damage. The captain is the multiplier. Run them with at least three to six lower-CR allies (regular hobgoblins, goblins, worgs) clustered tight enough to share the aura, and the encounter snaps into a different difficulty bracket.

Open at range. Longbow at +4 hits for 6 piercing plus 5 poison out to 150 ft., and Multiattack lets the captain fire twice. The opening volley should arrive before the party is in melee, ideally from a position the players can see clearly: a balcony, a cart, a rise. Once the party closes, the captain switches to Greatsword at +4 for 9 slashing plus 3 poison and stands at the center of the formation. The Aura is an Emanation, not a target, so it does not require concentration and does not break when the captain takes damage. It only goes off if the captain becomes Incapacitated, which is the play your party's wizard should be looking for.

Position is everything. Keep the captain in the middle of the squad with allies at the aura's edge, not its perimeter. The moment the party tries to flank past the line, have the captain step backward to keep their melee inside the buff. If the players try to focus the captain, the front line interposes and eats opportunity attacks, because that is what disciplined hobgoblin infantry does. Save the captain's mobility for the round a paladin or fighter breaks through; one move puts the aura back over the surviving troops.

Hobgoblins do not rout while their captain is standing. Drop the captain and the morale check should hit immediately. Have a sergeant call retreat in Goblin so the players know they broke the line, not just the unit.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

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