b'Hobgoblin Grunt \n'b'  Family:   Hobgoblin  \n'b'  Medium   humanoid  (goblinoid),  lawful evil  \n'b'  Armor Class  16 (chain shirt, shield)  Hit Points  16 (3d8 + 3)  Speed  30 ft.\n'b' STATS STR: 14 (+2) DEX:  12 (+1)  CON:  12 (+1)  INT:  10 (+0)  WIS:  10 (+0)  CHA:  9 (-1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Athletics  +4,  Perception  +2  Senses   darkvision  60 ft., passive  Perception  12  Languages  Common, Goblin  Challenge  1/2 (100 XP) \n'b' Special Traits \n'b'   Coordinated Attack . The  hobgoblin  grunt can add 1d4 to its  attack  rolls against a creature for each nonincapacitated  hobgoblin  ally within 5 feet of the target, up to a maximum of 3d4. \n'b'  Protector . All allied creatures within 5 feet of one or more hobgoblins with this feature add +1 to their AC. \n'b'  Actions \n'b'   Spear .  Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft., or range 30/60 ft., one target.  Hit : 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if wielded with two hands. \n'b'  About \n'b' Very young hobgoblins, or those who are demoted for misdemeanors, find themselves at the bottom of the ranks as grunts. Although their lives are far better than those of the slaves below them, they do not enjoy the benefits of higher ranking soldiers.'