b'Hobgoblin Elite Guard \n'b'  Family:   Hobgoblin  \n'b'  Medium   humanoid  (hobgoblin),  lawful evil  \n'b'  Armor Class  19 (half plate, shield)  Hit Points  161 (19d8 + 76)  Speed  30 ft.\n'b' STATS STR: 19 (+4) DEX:  15 (+2)  CON:  18 (+4)  INT:  12 (+1)  WIS:  13 (+1)  CHA:  13 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Constitution  +7,  Wisdom  +4  Skills   Perception  +7  Senses   darkvision  60 ft., passive  Perception  17  Languages  Common, Goblin  Challenge  6 (2,300 XP) \n'b' Special Traits \n'b'   Martial Advantage . Once per turn, the hobgoblin elite guard can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn\xe2\x80\x99t incapacitated. \n'b'  Second Wind (Recharges after a Short or Long Rest) . As a bonus action, the hobgoblin elite guard can regain 20  hit points . \n'b'  Actions \n'b'   Multiattack . The hobgoblin elite guard makes three  melee attacks : two with its longsword and one shield bash. \n'b'  Longsword .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. \n'b'  Shield Bash .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15  Strength  saving throw or be knocked  prone . \n'b'  Javelin .  Melee or Ranged Weapon Attack : +7 to hit, range 30/120 ft., one target.  Hit : 7 (1d6 + 4) piercing damage. \n'b'  Reactions \n'b'   Parry . The hobgoblin elite guard adds 3 to its AC against one  melee attack  that would hit it. To do so, it must see the attacker and be wielding a melee weapon.'