Captured!

Spoiler: Hobgoblin Regular
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Medium Humanoid (goblinoid)
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Armor Class 18 (chain mail, shield)
HP 11
Speed 30 ft
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Str +1, Dex +1, Con +1
Int +0, Wis +0, Cha -1
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Senses darkvision 60 ft
Languages Goblin, Common
CR 1/2 (100 XP)
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Martial Advantage. Once per turn, the hobgoblin can deal an extra 2d6 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.
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Actions
Longsword (melee) +3: 1d8+1 slashing, or 1d10+1 slashing if wielded in two hands.
Longbow (ranged 150/600 ft) +3: 1d8+1 piercing


Spoiler: Hobgoblin Sergeant
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Medium Humanoid (goblinoid)
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Armor Class 17 (half plate)
HP 39
Speed 30 ft
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Str +2, Dex +2, Con +2
Int +1, Wis +0, Cha +1
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Skills Intimidation +3
Senses darkvision 60 ft
Languages Goblin, Common, Draconic
CR 3 (700 XP)
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Martial Advantage. Once per turn, the hobgoblin can deal an extra 3d6 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.
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Actions
Multiattack. The hobgoblin makes two greatsword attacks.
Greatsword (melee) +4: 2d6+2 slashing
Javelin (melee) +4: 1d6+2 piercing
Javelin (thrown 30/120 ft) +4: 1d6+2 piercing
Leadership. For 1 minute after activating this feature, the sergeant 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 sergeant. A creature can benefit from only one Leadership die at a time. This effect ends if the sergeant is incapacitated. Once the sergeant activates this feature, it must finish a short or long rest before it can use it again.


Spoiler: Worg
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Large Monstrosity
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Armor Class 13
HP 26
Speed 50 ft
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Str +3, Dex +1, Con +1
Int -2, Wis +0, Cha -1
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Skills Perception +4
Senses darkvision 60 ft
Languages Worg, Goblin
CR 1/2 (100 XP)
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Keen Hearing and Smell. The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.
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Actions
Bite (melee) +5: 2d6+3 piercing, and if the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.


Spoiler: Goblin Wolf Rider
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Small Humanoid (goblinoid)
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Armor Class 13
HP 16
Speed 30 ft
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Str +0, Dex +2, Con +1
Int +0, Wis +1, Cha +0
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Skills Athletics +2, Nature +2, Perception +5, Stealth +7, Survival +5
Senses darkvision 60 ft
Languages Goblin
CR 1/2 (100 XP)
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Keen Hearing and Sight. The wolf rider has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
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Actions
Multiattack. The wolf rider makes two melee attacks or two ranged attacks.
Shortsword (melee) +4: 1d6+2 piercing
Shortbow (ranged 80/320 ft) +4: 1d6+2 piercing


Encounter Composition
Hobgoblin Regular *4
Hobgoblin Sergeant *2
Worg
Goblin Wolf Rider "Lupe"


XP Award: 2000

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I never noticed before how easy the "Captured!" escape encounter really is. Oh well, I guess that's intentional in an effort to move the story along after a big PC blunder.