Martial Advantage. Once per turn, the hobgoblin 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’t incapacitated.
Multiattack. The hobgoblin makes three melee attacks. Alternatively, it can make two ranged attacks with its javelins.
Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 ( 1d8+3 ) slashing damage, or 8 ( 1d10+3 ) slashing damage if used with two hands.
Shield Bash. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 5 ( 1d4+3 ) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 14 Strength saving throw of be knocked prone.
Javelin. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 6 ( 1d6+3 ) piercing damage.
Leadership (Recharges on a Short or Long Rest). For 1 minute, the hobgoblin 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 hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated.
Parry. The hobgoblin adds 3 to its AC against one melee attack that would hit it. To do so, the hobgoblin must see the attacker and be wielding a melee weapon.