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<blockquote data-quote="Sacrosanct" data-source="post: 6938571" data-attributes="member: 15700"><p>I mentioned this earlier when answering a question about the hobgoblin material. There are a few paragraphs in the hobgoblin description about the Academy of Devastation, which is literally "a hobgoblin institution made up of spellcasters." It also mentions how they focus solely on combat related spells, viewing themselves as mobile artillery.</p><p></p><p>There is also a monster write up for a hobgoblin devastator. CR4, up to 4th level spellcasting (pretty much all evocation spells), <em>arcane advantage</em> (once per turn, deal an extra 2d6 damage to a creature it hits with a damaging spell attack if that target is within 5ft of an ally) and<em> army arcana</em> (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).</p><p></p><p>And re: the INT bonus, I'll say it again. hobgoblins have always been portrayed as the military arm, focusing on tactical fighting. It makes perfect sense to have high INT for that. Sun Tzu was not an idiot. This notion that only casters or bookworms would have high INT is not only patently false, it's silly. You have to be fairly smart to be a good tactician.</p></blockquote><p></p>
[QUOTE="Sacrosanct, post: 6938571, member: 15700"] I mentioned this earlier when answering a question about the hobgoblin material. There are a few paragraphs in the hobgoblin description about the Academy of Devastation, which is literally "a hobgoblin institution made up of spellcasters." It also mentions how they focus solely on combat related spells, viewing themselves as mobile artillery. There is also a monster write up for a hobgoblin devastator. CR4, up to 4th level spellcasting (pretty much all evocation spells), [I]arcane advantage[/I] (once per turn, deal an extra 2d6 damage to a creature it hits with a damaging spell attack if that target is within 5ft of an ally) and[I] army arcana[/I] (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). And re: the INT bonus, I'll say it again. hobgoblins have always been portrayed as the military arm, focusing on tactical fighting. It makes perfect sense to have high INT for that. Sun Tzu was not an idiot. This notion that only casters or bookworms would have high INT is not only patently false, it's silly. You have to be fairly smart to be a good tactician. [/QUOTE]
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