b'Hobgoblin Executioner \n'b'  Family:   Hobgoblin  \n'b'  Medium   humanoid  (hobgoblin),  chaotic evil  \n'b'  Armor Class  17 (+1 leather)  Hit Points  157 (21d8 + 63)  Speed  30 ft.\n'b' STATS STR: 14 (+2) DEX:  21 (+5)  CON:  16 (+3)  INT:  16 (+3)  WIS:  10 (+0)  CHA:  11 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Dexterity  +9,  Intelligence  +7  Skills   Acrobatics  +9,  Deception  +8,  Perception  +8,  Stealth  +13  Senses   darkvision  60 ft., passive  Perception  18  Languages  Common, Dwarf, Goblin,  Orc   Challenge  11 (7,200 XP) \n'b' Special Traits \n'b'   Assassinate . During its first turn, the Executioner has advantage on  attack  rolls against any creature that hasn\xe2\x80\x99t taken a turn. Any hit the Executioner scores against a surprised creature is a critical hit. \n'b'  Evasion . If the Executioner is subjected to an effect that allows him to make a  Dexterity  saving throw to take only half damage, the Executioner instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. \n'b'  Sneak Attack (1/turn) . The Executioner deals an extra 14 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of one of the Executioner\xe2\x80\x99s allies that isn\xe2\x80\x99t incapacitated, and the Executioner doesn\xe2\x80\x99t have disadvantage on the attack roll. \n'b'  Actions \n'b'   Multiattack . The Executioner makes three attacks: two with its rapier and one with its dagger. \n'b'  +1 Rapier .  Melee Weapon Attack : +10 to hit, reach 5 ft., one target.  Hit : 10 (1d8 + 6) piercing damage, and the target must make a DC 15  Constitution  saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. \n'b'  Dagger .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 7 (1d4 + 5) piercing damage, and the target must make a DC 15  Constitution  saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. \n'b'  +1 Light Crossbow .  Ranged Weapon Attack : +10 to hit, range 80/320 ft., one target.  Hit : 9 (1d6 + 6) piercing damage, and the target must make a DC 15  Constitution  saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.'