Powerful human sized members of the Greenskin family, this larger subtype of goblin is notable for their anger, bloodlust and proclivity for violence. Basically a larger more aggressive and powerful goblin. | |
Perception | 1d20+6 |
Languages | Gobbok, Valarian (Common) (Most can't speak Valarian but do understand it mostly) |
Skills | Acrobatics: 1d20+4 , Athletics: 1d20+8 , Intuition: 1d20+4 , Intimidate: 1d20+6 , Stealth: 1d20+6 , Survival: 1d20+4 , Ride (Canine: 1d20+4 |
STR +4 , DEX +2 , CON +2 , INT +1 , WIS +2 , CHA +1 | |
Items | Equipment: A Hobgoblin Raider, one whom besides being a hobgoblin, has earned no real special distinction or rank within the messy and violent hierarchy of the goblinkin tribal structure, will generally still be a little more well equipped than their goblin cousins. They too come equipped in very roughly about three varieties as noted below; Hobgoblin Slasher: 1 Goblin Waraxe, 1 Brigadine, 1 Goblin Snapshot Pistol with 10 rounds of ammunition Hobgoblin Sharpshooter: 1 Goblin Snapshot Musket with bayonet, 10 rounds of ammunition, 1 Gambeson Hobgoblin Smasher: 1 Warhammer, 1 Brigadine, 1 Recurve Bow and 10 arrows. Brigadine grants +2 to AC (Armor Class), and Gambeson grants +1. Any equipment looted from a Hobgoblin Raider is Crude (1) reducing the max Dexterity Modifier allowable by 1 of any armor (if no limit exists, it become +6). |
AC | 16 (17 if Brigadine) |
Saving Throws | Fort 1d20+4 , Ref 1d20+6 , Will 1d20+2 , Power Save (Strength): 1d20+6 , Logic Save (Intelligence): 1d20+1 , Ego Save (Charisma): 1d20+1 |
HP | 12 1d10+7 - Immunities N/A - Weaknesses N/A - Resistances N/A |
Speed | 30 feet |
Melee | Goblin Waraxe: 1d20+6 to hit if two handing. 1d20+8 to hit if one handing from mount's back. If two handed it deals 1d12+4 slashing damage. If one handed from a mount it deals 1d8+4+4 slashing damage, the second +4 is the mounted bonus. Warhammer: 1d20+6 to hit if two handing. 1d20+8 to hit if one handing from mount's back. If two handed it deals 1d10+4 bludgeoning damage. If one handed from mount's back, it deals 1d8+4+4 bludgeoning damage. Second +4 is the second mounted bonus. Snapshot Musket Bayonet: 5 foot reach, Two Handed. 1d20+6 to hit. 1d10+4 piercing damage. |
Ranged | Goblin Snapshot Musket: Range: 200 feet. Traits: Loading (4), Dangerous (4), Armor Penetration (4). Two handed. 1d20+4 to hit. 2d8+2 piercing damage. Goblin Snapshot Pistol: Range: 50 feet. Traits: Loading (2), Dangerous (4), Armor Penetration (2). One-Handed, can be used mounted. 1d20+4 to hit. 1d10+2 Piercing damage. |
Special Abilities | Violent Excitement: A hobgoblin that is rolling initiative after witnessing an act of violence, or suffering from an act of violence, or participating in an act of violence, gets to roll their initiative with an additional +2 Wrathful Blood: Hobgoblins, like all greenskins, are just inherently sort of resistant to poisoning or toxins. Though their small stature means their resistance to poison is not noteworthy, since you simply just dose them as you would a human to get the results you'd hope for, this more effects the ability to actually afflict them with the Toxic (Persistent Poison Damage) condition. Their blood seems to almost run at a temperature that most poisons simply don't last long in their blood stream. They get a natural +2 boost to Fortitude Saves against suffering instances of the Toxic condition and any effects inflicting Poison damage. Armored Hide (1): Hobgoblins are tough and have thick skin. They naturally begin play with a +1 Natural Armor Boost to their Armor Score. which is included in their AC on this stat sheet. Mounted Warriors: Hobgoblins are generally the most common of greenskins (with orcs a close second) to ride mounts, specifically creatures such as direwolves or worgs. If they are mounted, hobgoblins can uses their Melee (Cavalry) skill to roll melee attacks with any weapon that can be wielded with one hand, regardless to if it would normally count as a cavalry weapon. Wrathful Blessing (Wrath Pool= 2/2): Hobgoblins are more than just bigger goblins. They are born, seemingly touched directly by Iracundia in a limited but notable fashion. Hobgoblins without levels in a profession (or with levels in one that simply lack a resource pool directly) have a pool called Wrath. This pool has points equal to their Constitution Modifier and is recovered over every Rest. This pool can be spent to activate certain types of abilities, as well as simply being spent to reroll any melee attack roll. If a hobgoblin takes profession levels in a profession with a resource pool (such as Prowess or Fervor or something of that sort) they do not lose this, they simply add the maximum size of their Wrath Pool to the equation to figure out the maximum cap on their resource pool. They do lose the ability to re-roll melee attacks however. Blood Hungry Strike: Press Trait. By spending 1 Wrath, the Hobgoblin may call upon this ability they were blessed with. So long as they have made a successful melee attack, they may activate this ability and make a second attack on that same target, ignoring the penalty that should be incurred for the Multiple Attack Penalty. |
Much like regular Goblins, Hobgoblins are sentient enough and intelligent enough that they advance by picking up profession levels more than any other method, so feel free to do so. If you wish to come up with a more custom statblock for a hobgoblin hero/villian use the racial traits, movement speed and such listed here, as well as the starting skill profile. Below you will find the basic attribute modifiers and their racial base starting HP listed. Starting HP: 5+Constitution Modifier Attribute Modifier Adjustments as an Ancestry: +2 Strength, +1 Dexterity, -1 Charisma, -1 Intelligence |