Hobgoblin Inquisitor

Medium humanoid (goblinoid), lawful evil

Armor Class 19

19 Hit Points 135 (18d8+ 54)

135 (18d8+ 54) Speed 50ft.

STR DEX CON INT WIS CHA 17 (+3) 21 (+5) 16 (+3) 16 (+3) 18 (+4) 13 (+1)

Saving Throws Str +8, Dex +10, Con + 8, Int +8, Wis +9, Cha +6

Str +8, Dex +10, Con + 8, Int +8, Wis +9, Cha +6 Skills Acrobatics +10, Athletics +8, Insight +9, Perception +9, Stealth +15

Acrobatics +10, Athletics +8, Insight +9, Perception +9, Stealth +15 Damage Immunities poison

poison Condition Immunities charmed, frightened, poisoned

charmed, frightened, poisoned Senses darkvision 120 ft., passive Perception 19

darkvision 120 ft., passive Perception 19 Languages Common, Goblin

Common, Goblin Challenge 15 (13,000 XP)

Avoidence. If the hobgoblin is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Innate Spellcasting. The Hobgoblin Inqusitor's spellcasting ability is Wisdom (spell save DC 17). It can innately cast the following spells, requiring no material components:

At will: alter self, darkness, darkvision, invisibility, misty step, pass without trace

1/day each: mislead, nystul's magic aura

Legendary Resistance (3/Day). If the hobgolin fails a saving throw, it can choose to succeed instead.

Magic Resistance. The hobgolin has advantage on saving throws against spells and other magical effects.

Magic Weapons. The hobgolin's weapon attacks are magical.

Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgolin that isn't incapacitated.

Unarmored Defense. While the hobgoblin is wearing no armor and weilding no shield, its AC includes its Wisdom modifier.

Actions

Multiattack. The hobgolin uses its sunning strike if has it. It then makes 5 unarmed strikes

Stunning Strike (Recharge 5-6). Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage, the target must succeed on a DC 17 Constitution saving throw or be stunned until the end of the hobgolin's next turn.

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage.

Legendary Action

The hobgoblin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The hobgolin regains spent legendary actions at the start of its turn.

Move. The hobgoblin moves up to its speed without provoking opportunity attacks.

Invisibility. The hobgoblin casts invisability on itself.

Stunning Strike (Cost 2 Actions). The hobgoblin recharges the use of its Stunning Strike and makes a Stunning Strike attack.