Easy Skirmish
Spoiler: Tribal Hobgoblin
Show
Medium Humanoid (goblinoid), Lawful Evil
-------------------------
Armor Class 12 (hide armor)
HP 11 (2d8+2)
Speed 30 ft
-------------------------
Str 13 (+1), Dex 11 (+0), Con 12 (+1)
Int 10 (+0), Wis 11 (+0), Cha 8 (-1)
-------------------------
Senses darkvision 60 ft, passive Perception 10
Languages Goblin
CR 1/8 (25 XP)
-------------------------
Pack Tactics. The tribal hobgoblin has advantage on an attack roll against a creature if at least one of the hobgoblin's allies is within 5 feet of the creature and the ally isn't incapacitated.
-------------------------
Actions
Spear (melee 5 ft) +3: 1d6+1 piercing, or 1d8+1 piercing if wielded in two hands.
Spear (ranged 20/60 ft) +3: 1d6+1 piercing
Spoiler: Goblin
Show
Small Humanoid (goblinoid), Neutral Evil
-------------------------
Armor Class 15 (leather armor, shield)
HP 7 (2d6)
Speed 30 ft
-------------------------
Str 8 (-1), Dex 14 (+2), Con 10 (+0)
Int 10 (+0), Wis 8 (-1), Cha 8 (-1)
-------------------------
Skills Stealth +6
Senses darkvision 60 ft, passive Perception 9
Languages Goblin, Common
CR 1/4 (50 XP)
-------------------------
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
-------------------------
Actions
Scimitar (melee 5 ft) +4: 1d6+2 slashing
Sling (ranged 30/120 ft) +4: 1d4+2 bludgeoning
Spoiler: Ogre
Show
Large Giant, Chaotic Evil
-------------------------
Armor Class 11 (hide armor)
HP 59 (7d10+21)
Speed 40 ft
-------------------------
Str 19 (+4), Dex 8 (-1), Con 16 (+3)
Int 5 (-3), Wis 7 (-2), Cha 7 (-2)
-------------------------
Senses darkvision 60 ft, passive Perception 8
Languages Giant, Goblin
CR 2 (450 XP)
-------------------------
Actions
Greatclub (melee 5 ft) +6: 2d8+4 bludgeoning
Javelin (ranged 30/120 ft) +6: 2d6+4 piercing
Spoiler: Kulkor Zhul War Adept
Show
Medium Humanoid (goblinoid), Lawful Evil
-------------------------
Armor Class 11 (14 with mage armor)
HP 45 (7d8+14)
Speed 30 ft
-------------------------
Str 13 (+1), Dex 12 (+1), Con 14 (+2)
Int 16 (+3), Wis 13 (+1), Cha 11 (+0)
-------------------------
Saving Throws Int +5, Wis +3
Skills Arcana +5, Deception +2
Senses darkvision 60 ft, passive Perception 11
Languages Goblin, Common
CR 4 (1100 XP)
-------------------------
Arcane Advantage. Once per turn, the hobgoblin can deal an extra 2d6 damage to a creature it hits with a damaging spell attack if that target is within 5 feet of an ally of the hobgoblin and that ally isn't incapacitated.
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.
Spellcasting. The war adept is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The war adept has the following wizard spells prepared:
Cantrips (at will): chill touch, mage hand, minor illusion, ray of frost
1st level (3* slots): chromatic orb, detect magic, mage armor*
2nd level (3 slots): mirror image, ray of enfeeblement, scorching ray
3rd level (3 slots): fireball, fly, lightning bolt
4th level (1 slot): Evard's black tentacles
*The war adept casts this spell on itself before combat begins.
-------------------------
Actions
Quarterstaff (melee 5 ft) +3: 1d8+1 bludgeoning, or 1d6+1 bludgeoning if wielded in one hand.
-------------------------
Equipment
Diamond (50 gp).
Encounter Composition
Tribal Hobgoblin *8
Goblin *3
Ogre
Kulkor Zhul War Adept
XP Award: 1900
Setup
Whatever's appropriate to where and when you run this encounter.
Tactics
The others are likely to run if the Ogre and War Adept get taken down.
------------------------------------------------------------------
Notes
It's up to you as a DM with instincts to know when and if this encounter is a good one to run. Maybe if the PCs need a big confidence boost. Because this encounter is, as the title suggests, Easy. (Well, according to the XP Budget rules, it's actually Medium, but I think that's deceptive; and anyway, Medium is pretty easy compared to most of what they'll face in RHoD.)
I have changed up the composition of this encounter quite a bit from what's in the book. Not sure why, except that facing another hell hound and bladebearer felt repetitive. And maybe the book encounter was too easy.
The Ogre is very close to the one in the MM. The Goblins are close to their standard MM entry, too. And the Tribal Hobgoblins are based on the Tribal Warrior NPC stat block.