Hobgoblin Lancer 2
Hobgoblin Lancer 2 — The Encounter
Spear-set sentinel of the cohort, holding the long line · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Hobgoblin Lancer 2
The second of the cohort's lance-bearers is cut from the same drill as the first, but where one favors the sweeping glaive, this one favors the planted spear and the patient kill. It is the soldier who never breaks formation, who plants the haft and dares the charge to come. Hobgoblin doctrine prizes such steadiness above flash: a line that holds its spacing turns a rout into a slaughter going the other way. These lancers train for hours against wooden charging-frames, learning the exact instant to commit the point, and they carry the calluses of it on both palms. To meet one in a corridor is to learn that the safest-looking gap in a shieldwall is a trap, baited with a single waiting blade.
Run Hobgoblin Lancer 2 in Sixty Seconds
- Plant and wait. If it doesn't move it braces; the first PC into 10 ft. takes 2d6 piercing (DC 13 for half).
- Reach controls the floor. It strikes from 10 ft. and Pole Sweeps anyone who tries to back out.
- Kill-priority. It jabs past the shields at casters and ranged PCs who edge forward.
- When bloodied. It cedes ground a step at a time, punishing each follower with a reaction stab.
- Three ways to run it: a paired gap-lock, a steady second-rank anchor, or a lair fence-line beside a bigger boss.
Hobgoblin Lancer 2
Medium humanoid (goblinoid), lawful evil
CR 2 · 450 XP · GUIDELINEMartial Advantage. Once per turn, the lancer deals an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally of the lancer that isn't incapacitated.
Set for the Charge. Signature. If the lancer didn't move this turn, the reach of its long spear counts as a braced point: the first creature to enter its reach takes 7 (2d6) piercing damage (DC 13 Dexterity save for half) the first time it does so on a turn.
Actions
Multiattack. The lancer makes two Long Spear attacks.
Long Spear. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 9 (1d10+2) piercing damage.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage.
Bonus Actions & Reactions
Pole Sweep (Reaction). When a creature within 10 ft. moves out of the lancer's reach, the lancer makes one Long Spear attack against it.
A poised hobgoblin in draconic scale, butt of a tall spear planted, the point trained on the open ground before the line.
Hobgoblin Lancer 2, Bound
Companion · acts on your initiative
Bound · GUIDELINEFront Rank (signature). While the shieldmate stands directly between the lancer and an enemy, the lancer cannot be targeted by opportunity attacks from that enemy.
Actions
Spear. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.
Reactions
Cover the Pole. When the lancer is hit by a melee attack, the shieldmate raises its shield, reducing the damage by 1d6.
A front-rank legionary drilled to die before the spear behind it falls.
Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.
How It Fights — by Tier
Same creature, scaled threat. The traits never change; only the numbers move.
Plant the spear and Set for the Charge; the first PC into reach eats 2d6. Reach past allies for Martial Advantage. Pair two to lock a gap; pair with a shieldmate so the haft stays safe.
Hold the second rank and Pole Sweep anyone disengaging. Stab the casters who step up. Pair it with archers and a captain so retreat is punished from every angle.
As an elite add-on it fences off the boss's lair with bracing points and Pole Sweep. Wall escape while a flagship presses the kill. Never field it solo; it controls, it does not close.
Put Hobgoblin Lancer 2 on the table
Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.
Get the STL on MyMiniFactory →Clay Cyanide Companion Rules v1
How a bound creature acts
- A companion acts on its owner's initiative, immediately after the owner.
- It uses the Companion block above — roughly ×0.6 HP and damage, no recharge abilities, and at most one reaction trait.
- It moves freely; it takes its Action only while its owner is conscious.
- At 0 HP a companion is broken, not dead — restored on a long rest unless your table rules otherwise.
Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.
Questions, Asked at the Table
What CR is Hobgoblin Lancer 2?
Its native build is CR 2 (Tier 1): AC 14, 45 HP, +4 to hit, reach 10 ft. Use the Tier 2 (CR ~6) and Tier 3 (CR ~11) lines for higher-level tables.
Can Hobgoblin Lancer 2 be a companion or ally?
Yes. A spear-disciplined legionary makes a reliable guard or drill-master; use the Shieldmate, Bound profile, or run the full lancer as a recruited line-holder.
Is it different from Hobgoblin Lancer 1?
Same role and statistics; this one favors a planted long spear over the glaive, so its damage is piercing and its play is more defensive.
Tell Us How It Ran
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.
Clay Cyanide Miniatures is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This content is compatible with the fifth edition of the world's most popular fantasy roleplaying game. Companion rules, lore, names, and original mechanics © Clay Cyanide LLC.
Technical Specifications
32mm, 75mm
STL, Pre-supported STL
Standard or ABS-like resin, 0.05mm layer height
Yes — ready to print, optimized supports included
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