b'Hobgoblin Centurion \n'b'  Family:   Hobgoblin  \n'b'  Medium   humanoid  (goblinoid),  lawful evil  \n'b'  Armor Class  20 (plate armor, shield)  Hit Points  78 (12d8 + 24)  Speed  30 ft.\n'b' STATS STR: 15 (+2) DEX:  16 (+3)  CON:  14 (+2)  INT:  13 (+1)  WIS:  12 (+1)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Athletics  +4,  Intimidation  +4,  Perception  +3  Senses   darkvision  60 ft., passive  Perception  13  Languages  Common, Goblin  Challenge  4 (1,100 XP) \n'b' Special Traits \n'b'   Regimented Aggression . All friendly hobgoblins within 10 feet of the  hobgoblin  centurion gain a +1 bonus to their  damage rolls . \n'b'  Actions \n'b'   Multiattack . The  hobgoblin  centurion makes three attacks with its scimitar. \n'b'  Scimitar .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 6 (1d6 + 3) slashing damage. \n'b'  Command Attack . The  hobgoblin  centurion shouts orders to all subordinates within 60 feet. Allied creatures who can see and hear the  hobgoblin  centurion can use their  reaction  to either move their speed to a target of the centurion\xe2\x80\x99s choice or make a weapon  attack  against the target. \n'b'  Reactions \n'b'   Counterattack . If the  attack  roll made against the  hobgoblin  centurion results in a 10 or below, the  hobgoblin  centurion may make an opportunity  attack  against the attacker. \n'b'  Parry . The  hobgoblin  centurion adds 3 to its AC against one  melee attack  that would hit it. To do so, the  hobgoblin  centurion must see the attacker and be wielding a weapon. \n'b'  About \n'b' Centurions  command  groups of anywhere between 5 and 100 troops, dependent on the host\xe2\x80\x99s numbers. They expect total obedience from their troops and are expected to obey superior officers without question.'