b'Hobgoblin Captain \n'b'  Family:   Hobgoblin  \n'b'  Medium   humanoid  (hobgoblin),  lawful evil  \n'b'  Armor Class  19 (half plate, shield)  Hit Points  82 (11d8 + 33)  Speed  30 ft.\n'b' STATS STR: 16 (+3) DEX:  14 (+2)  CON:  16 (+3)  INT:  12 (+1)  WIS:  13 (+1)  CHA:  13 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Intelligence  +4,  Wisdom  +4,  Charisma  +4  Senses   darkvision  60 ft., passive  Perception  11  Languages  Common,  Goblin   Challenge  5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Martial Advantage . Once per turn, the hobgoblin captain 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'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The hobgoblin captain makes three  melee attacks  or two  ranged attacks . \n'b'  Longsword .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. \n'b'  Shield Bash .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 8 (2d4 + 3) bludgeoning damage and the target must succeed on a DC 14  Strength  saving throw or be forced  prone . \n'b'  Javelin .  Melee or Ranged Weapon Attack : +6 to hit, range 30/120 ft., one target.  Hit : 6 (1d6 + 3) piercing damage. \n'b'  Leadership (Recharges after a Short or Long Rest) : For 1 minute, the hobgoblin captain can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the captain. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin captain is  incapacitated . \n'b'\n'b' REACTIONS \n'b'\n'b'  Parry . The hobgoblin captain 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.'