Hobgoblin
Overview
War horns sound, stones fly from catapults, and the thunder of a thousand booted feet echoes across the land as hobgoblins march to battle. Across the borderlands of civilization, settlements and settlers must contend with these aggressive humanoids, whose thirst for conquest is never satisfied. Hobgoblins have dark orange or red-orange skin, and hair ranging from dark red-brown to dark gray. Yellow or dark brown eyes peer out beneath their beetling brows, and their wide mouths sport sharp and yellowed teeth. A male hobgoblin might have a large blue or red nose, which symbolizes virility and power among goblinkind. Hobgoblins can live as long as humans, though their love of warfare and battle means that few do.Goblinoids
Hobgoblins belong to a family of creatures called goblinoids. They are often found lording over their cousins, the smaller goblins and the ferocious bugbears.Martial Might
A hobgoblin measures virtue by physical strength and martial prowess, caring about nothing except the opportunity to demonstrate skill and cunning in battle. Hobgoblins of high military rank attain their positions by force, then hold those positions by imposing their authority through draconian measures. Hobgoblins train to fight with a variety of weapons, and have great skill at crafting arms, armor, siege engines, and other military devices. Organized and disciplined, they take exceptional care of their weapons, armor, and personal possessions. They favor the bold colors associated with their tribes, and trim their often-elaborate uniforms with blood-red piping and leather dyed black.Military Legions
Hobgoblins organize themselves into tribal bands known as legions. In their martial society, every hobgoblin has a rank, from the powerful leaders and champions, to the rank-and-file foot soldiers, to the goblins that find themselves driven into the front lines at spear point. A legion is headed by a warlord with several captains serving under its command. A hobgoblin warlord is a ruthless tyrant more interested in strategy, victory, glory, reputation, and dominion than leading troops into battle. As loyal and disciplined as hobgoblins are in their own legion, rival legions compete constantly for reputation and status. Meetings between legions erupt in violence if troops aren’t restrained, and only exceptionally powerful leaders can force legions to cooperate on the battlefield.Strategic Thinkers
Hobgoblins have a strong grasp of tactics and discipline, and can carry out sophisticated battle plans under the direction of a strategically minded leader. However, they hate elves and attack them first in battle over any other opponents, even if doing so would be a tactical error. Legions often supplement their ranks with less reliable and more expendable troops, including goblins, bugbears, orcs, evil humans, ogres, and giants.Beast Trainers
Hobgoblins have a long history of training animals to service. Like the more civilized races, they use oxen and horses to transport goods and weaponry over long distances. They communicate with each other using trained ravens, and keep vicious wolves to guard prisoners and protect hobgoblin camps. Some tribes even keep carnivorous apes as fighting beasts.Conquer and Control
Hobgoblins claim lands with abundant resources, and they can be found in forests and mountains, near mines and humanoid settlements, and anywhere else that wood, metal, and potential slaves can be found. They build and conquer strongholds in strategically advantageous locations, which they then use as staging areas to expand their territory. Hobgoblin warlords never tire of combat, but they don’t take up arms lightly. Before they attack, hobgoblins conduct thorough reconnaissance to gauge the strengths and weaknesses of their foes. When assaulting a stronghold, they surround it first to cut off escape routes and supply lines, then slowly starve their enemies out. Hobgoblins fortify their own holdings, bolstering existing defenses with innovations of their own. Whether they lair in cavern complexes, dungeons, ruins, or forests, they protect their strongholds with ditches, fences, gates, guard towers, pit traps, and crude catapults.Legion of Maglubiyet
Hobgoblins worship Maglubiyet the Mighty One, the greater god of goblinoids. As terrifying as this figure is, hobgoblins don’t fear death, believing that when they die in battle, their spirits join the honored ranks of Maglubiyet’s army on the plane of Acheron.Hobgoblin CR: 1/2 (100 XP)
STR
13 +1
DEX
12 +1
CON
12 +1
INT
10 +0
WIS
10 +0
CHA
9 -1
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.
Actions
Longsword. Melee Weapon Attack: +3 to hit, reach 5 feet, one target. Hit: 1d8 + 1 slashing damage, or 1d10 + 1 slashing damage if used with two hands. Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 feet, one target. Hit: 1d8 + 1 piercing damage.
Hobgoblin Captain CR: 3 (700 XP)
STR
15 +2
DEX
14 +2
CON
14 +2
INT
12 +1
WIS
10 +0
CHA
13 +1
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.
Actions
Multiattack. The hobgoblin makes two greatsword attacks. Greatsword. Melee Weapon Attack: +4 to hit, reach 5 feet, one target. Hit: 2d6 + 2 piercing damage. Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 feet or range 30/120 feet, one target. Hit: 1d6 + 2 piercing damage. Leadership (Recharges after a Short or Long Rest). For 1 minute, the hobgoblin 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 hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated.
Hobgoblin Devastator CR: 4 (1,100 XP)
STR
13 +1
DEX
12 +1
CON
14 +2
INT
16 +3
WIS
13 +1
CHA
11 +0
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 hobgoblin is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared:
- Cantrips (at will): acid splash, fire bolt, ray of frost, shocking grasp
- 1st level (4 slots): fog cloud, magic missile, thunderwave
- 2nd level (3 slots): gust of wind, Melf’s acid arrow, scorching ray
- 3rd level (3 slots): fireball, fly, lightning bolt
- 4th level (1 slot): ice storm
Actions
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 feet, one target. Hit: 1d6 + 1 bludgeoning damage, or 1d8 + 1 bludgeoning damage if used with two hands.
Hobgoblin Warlord CR: 6 (2,300 XP)
STR
16 +3
DEX
14 +2
CON
16 +3
INT
14 +2
WIS
11 +0
CHA
15 +2
Martial Advantage. Once per turn, the hobgoblin can deal an extra 4d6 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.
Actions
Multiattack. The hobgoblin makes three melee attacks. Alternatively, it can make two ranged attacks with its javelins. Longsword. Melee Weapon Attack: +9 to hit, reach 5 feet, one target. Hit: 1d8 + 3 slashing damage, or 1d10 + 3 slashing damage if used with two hands. Shield Bash. Melee Weapon Attack: +9 to hit, reach 5 feet, one creature. Hit: 1d4 + 3 bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone. Javelin. Melee or Ranged Weapon Attack: +9 to hit, reach 5 feet or range 30/120 feet, one target. Hit: 1d6 + 3 piercing damage. Leadership (Recharges after a Short or Long Rest). For 1 minute, the hobgoblin 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 hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated.
Reactions
Parry. The hobgoblin adds 3 to its AC against one melee attack that would hit it. To do so, the hobgoblin must see the attacker and be wielding a melee weapon.
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