Hobgoblin Devastator | Monster Guide for D&D

Hobgoblins with a prodigious talent for magic sometimes undergo grueling training to become hobgoblin devastators. Devastators are spellcasters who call down fireballs and other destructive magic in the defense of the court they serve, whether that court is in the Feywild or the Material Plane. A hobgoblin devastator on the battlefield is a boon to their allies and a threat to every foe around them.

Far from being cloistered academics, hobgoblin devastators are masters of the battlefield. In addition to tactical applications of the magical arts, they learn the basics of weapon use, and they measure their deeds by the enemies defeated though their magic. They have the respect of other members of the host and receive obedience and deference from many quarters.

In the Feywild, many archfey seek to bolster their armies’ might with the services of hobgoblin devastators.

Medium Fey (Goblinoid), Typically Lawful Neutral

Armor Class: 13 (studded leather)

Hit Points: 45 (7d8 + 14)

Speed: 30 ft.

    STR – 13 (+1)
    DEX – 12 (+1)
    CON – 14 (+2)
    INT – 16 (+3)
    WIS – 13 (+1)
    CHA – 11 (+0)

Skills: Arcana +5

Senses: darkvision 60 ft., passive Perception 11

Languages: Common, Goblin

Challenge: 4 (1,100 XP)

Proficiency Bonus: +2

Army Arcana. When the hobgoblin casts a spell that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw.


Multiattack. The hobgoblin makes two Quarterstaff or Devastating Bolt attacks.

Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 +1) bludgeoning damage, or 5 (1d8 + 1) bludgeoning damage if used with two hands, plus 13 (3d8) force damage.

Devastating Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 21 (4d8 + 3) force damage, and the target is knocked prone.

Spellcasting. The hobgoblin casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13):

At will: mage hand, prestidigitation

2/day each: fireball, fly, fog cloud, gust of wind, lightning bolt.