Editing
Hobgoblin
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
=PC Stats= As it turns out, that natural lawfulness means that when you get down to it, hobgoblins are a pretty decent option for monster adventurers. After all, if they're not as murderously self-interested as standard Chaotic Evil monsters, then logically they can find common cause to adventure with humanoids for whatever reasons. In fact, Hobgoblins have actually been playable in literally every single edition of D&D, from Basic through to 5th. ==BECMI== Basic D&D presented Hobgoblins as a PC race in the 10th of the Known World Gazetteers, which makes sense if you're aware that Gazetteer #10 was "The Orcs of Thar". Hobgoblins received the following traits: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> ::Hobgoblin Ability Modifiers: +1 Strength, -1 Dexterity ::Note: Like all Humanoids from "The Orcs of Thar", a Hobgoblin has racial ability score caps of 18 in all scores bar [[Intelligence]] and [[Wisdom]], which are capped at 16. ::Note: Like all Humanoids from "The Orcs of Thar", a Hobgoblin determines its [[Charisma]] score for interacting with [[human]]s and [[demihuman]]s by dividing its Charisma score by 3 (rounding down) and subtacting the result from 9. ::Hobgoblin Natural Armor Class: 8 ::Can become [[Shaman]]s (8th level) and [[Wokani]] (4th level). {| class=wikitable !Hobgoblin's's level || XP Required || Hobgoblin's hit dice |- |0||0||d8+1 |- |1||1,200||2d8+2 |- |2||2,400||3d8+3 |- |3||4,800||- |- |4||9,600||4d8+4 |- |5||19,000||5d8+5 |- |6||38,000||6d8+5 |- |7||76,000||- |- |8||150,000||7d8+5 |- |9||300,000||+2 Hit Points |- |Subsequent||240,000||+2 Hit Points |} </div></div> ==AD&D== In AD&D, hobgoblins were naturally added in the Complete Book of Humanoids, along with most other savage humanoids like [[orc]]s, [[goblin]]s, [[gnolls]] and [[ogre]]s. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> ::Ability Modifiers: -1 Charisma ::Ability Mins/Maxs: STR 6/18, DEX 6/18, CON 5/18, INT 3/18, WIS 3/18, CHA 3/14 ::Available Classes: [[Fighter]] (11), [[Cleric]] (9), Shaman (7), Witch Doctor (7), [[Rogue|Thief]] (12) ::Natural Armor Class: 10 ::Hit Dice: By class ::Infravision 60 feet ::40% chance to detect new construction, sloping passages, and shifting walls when within underground complexes (roll 1d10; the hobgoblin senses these features on a 1-4). ::[[Dwarves]] receive a +1 bonus to attack rolls vs. hobgoblins. ::Weapon Proficiencies: Long Composite Bow, Morning Star, Scimtar, Spear, Whip, Pole Arms ::Nonweapon Proficiencies: Armorer, Blacksmithing, Bowyer/Fletcher, Brewing, Chanting, Close-Quarter Fighting, Direction Sense, Fire-Building, Hiding, Intimidation, Looting, Religion, Weaponsmithing, Wild Fighting </div></div> ==3rd Edition== Hobgoblin PC stats were actually all over the place in 3rd edition! First appearing in the Monster Manual as an NPC, they got their first full PC stat block in [[Forgotten Realms: Races of Faerun]], and were reprinted a few times after that, remaining identical in every printing: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> ::+2 Dexterity, +2 Constitution ::Base land speed 30 feet ::Darkvision 60 feet ::+4 racial bonus on Move Silently ::[[Favored Class]]: [[Fighter]] ::[[Level Adjustment]]: +1 </div></div> You may wonder just why it is that they get a +1 LA rating? Well, the truth is it's because WotC dramatically undervalued class levels and overvalued ability score bonuses. In [[Eberron]] Hobgoblins were one of the great empires of the past and have a sovereign, recognized nation plus a history of mercenary work. While not exactly ''respected'' in most of Eberron, including one in an adventuring party is perfectly plausible. ===Kingdoms of Kalamar=== Hobgoblins got a major promotion as one of the core playable races in [[Kingdoms of Kalamar]]. Unfortunately, as KoK was written for 3.0 by a bunch of hacks who somehow thought that 3e would take all the "warriors dominate at low levels" elements of [[Advanced Dungeons & Dragons]] and turn this into flat-out [[Fighter]] supremacy instead of doubling down on [[Linear Warriors, Quadratic Wizards]], their stats are generally regarded as being really crap. The Tellene Hobgoblin first appeared as PC option in the KoK Player's Guide, where they were largely identical to the 3.0 hobgoblin... save for the fact they got a new +2 racial bonus to Listen & Spot checks, and that they escaped the +1 [[Level Adjustment]] by suffering a -2 penalty to ''all three mental stats''. Tellene Hobgobs subsequently got their own racial [[splatbook]] which offered up five different subraces to play as... are they any better than the original? Well... ;Krangi <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> ::+2 Dexterity, +2 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma ::Medium Size ::Base speed 30 feet ::Darkvision 60 feet ::+2 racial bonus to Listen and Spot checks. ::Racial Weapon Proficiency: Proficient in the use of Short Sword, Halfspear, Longsword, Dagger, Crossbow, and Javelin. ::Racial Armor Proficiency: Proficient in the use of Light Armor and Medium Armor. ::[[Favored Class]]: [[Fighter]] </div></div> ;Kargi <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> ::+2 Dexterity, +2 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma ::Medium Size ::Base speed 30 feet ::Darkvision 60 feet ::+2 racial bonus to Listen and Spot checks. ::+4 racial bonus to Hide checks. ::[[Favored Class]]: [[Fighter]] </div></div> ;Kors <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> ::+2 Dexterity, +2 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma ::Medium Size ::Base speed 30 feet ::Darkvision 60 feet ::+2 racial bonus to Appraise checks dealing with armor, weapons, and raw metals. ::+4 racial bonus to Hide checks. ::[[Favored Class]]: [[Fighter]] </div></div> ;Dazlak <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> ::+2 Dexterity, +2 Constitution, -2 Strength, -2 Intelligence ::Medium Size ::Base speed 30 feet ::Darkvision 120 feet ::+2 racial bonus to Survival checks in Desert environments. ::Energy Efficient: A Dazlak requires only half the amount of food and water to survive that a human does, and can operate for 48 continuous hours without penalty ::[[Favored Class]]: [[Fighter]] </div></div> ;Rankki <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> ::+2 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence ::Medium Size ::Base speed 30 feet ::Low-light Vision ::+2 racial bonus to Listen, Spot and Search checks. ::+2 racial bonus to Survival checks made to deal with the weather. ::[[Favored Class]]: [[Fighter]] </div></div> Tellene is also home to the [[Half-Hobgoblin]], who is at least competing with the [[Half-Orc]] for "crappiest racial stats of 3e". ==4th Edition== Hobgoblins appeared in 4e's 1st [[Monster Manual]], alongside many other iconic monstrous races. They weren't particularly exciting when they did, but they were functional and certainly not as badly off as in some editions: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> ::Ability Scores: +2 Constitution, +2 Charisma ::Size: Medium ::Speed: 6 squares ::Vision: Low-Light ::Skill Bonuses: +2 Athletics, +2 History ::Battle Ready: +2 bonus to Initiative checks ::Racial Power - Hobgoblin Resilience: Once per encounter, as an immediate reaction to being affected by an effect that a save can end, you can make a save to end that effect. </div></div> 4th edition would later present them as a Winning Races article in [[Dragon Magazine]] #419. In this version, their ability modifiers were +2 Con and +2 to Cha or Int, they gained the Phalanx Soldier racial trait (+1 to AC if you are wielding a shield and standing adjacent to a shield-wielding ally), and Hobgoblin Resilience was replaced with Hobgoblin Discipline (1/encounter, as a free action, immediately end an ongoing save-ends effect at the start of your turn). ==5th Edition== Nasty mid-level monsters. Low hitpoints, but good armor for monsters and have a faux-sneak attack that deals a shitload of extra damage when they focus-fire on a single target, which they ''will'' get off because your brain-dead party couldn't focus-fire on the squishy-but-deadly guys if their lives literally depended on it, right? ''Volo's Guide to Monsters'' added brutal monk/cops that can turn invisible and powerful blaster wizards that get faux-evoker powers and can apply that faux-sneak attack to all of their spells. Even the AoEs. Added as a playable race in in ''Volo's Guide to Monsters'', along with both the other [[goblinoid]]s. Mockingly described on /tg/ as being all [[wizard]]s, since Int bonuses are scarce and getting additional weapons and armor is a lot better for classes that don't already get them, but a Con bonus is welcome in any class. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> ::Ability Score Increase: +2 Constitution, +1 Intelligence ::Size: Medium ::Speed: 30 feet ::Darkvision 60 feet ::Martial Training: You are Proficient in two martial weapons of your choice and light armor. ::Saving Face: Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest. ::Languages: You can speak, read, and write Common and Goblin. </div></div> ===Post-Tasha's=== The ''Folk of the Feywild'' [[Unearthed Arcana]] article, which would later be published in ''Mordekainen's Monsters of the Multiverse'', saw a drastic rewrite for the Hobgoblins, and this one was considerably...lighter compared to the original writeup, turning them more fey-like but also making them less of an auto-take. This also makes Hobgoblins add more uses to the oft-ignored Help action. Part of this is that they represent the original lore about them being originally Fey who were subjugated into soldiers. This also makes more of an effort to tie in the magic of reciprocity, that is the spirit of giving and receiving. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> ::Ability Score Increase: +2 to one stat and +1 to a second or +1 to three different stats. ::Size: Medium ::Speed: 30 feet ::Darkvision 60 feet ::Fey Ancestry: You have advantage on saving throws you make to avoid or end the charmed condition on yourself. ::Fey Gift: You can use this trait to take the Help action as a bonus action, and you can do so a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. Starting at 3rd level, choose one of the options below each time you take the Help action, whether as a bonus action or an action: ::*''Hospitality:'' You and the target of your Help action each gain a number of temporary hit points equal to 1d6 plus your proficiency bonus. ::*''Passage:'' You and the target of your Help action each increase your walking speeds by 10 feet until the start of your next turn. ::*''Spite:'' Until the start of your next turn, the first time you or the target of your Help action hits a creature with an attack roll, that creature has disadvantage on the next attack roll that it makes within the next minute. ::Fortune from the Many: If you miss with an attack roll or fail an ability check or a saving throw, you can draw on your bonds of reciprocity to gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses you finish a long rest. </div></div> ===Eberron=== Keith Baker later introduced further hobgoblin subraces in ''Exploring Eberron'', mostly for the Dhakaani culture of ancient goblinoids reemerging in secret after locking themselves away from the Age of Dust deep beneath the Earth, ''[[Fallout]]'' style. They are specifically known as the Dhakaani ghaal’dar (mighty folk), and are the leadership caste of their society. They also have different subraces for different specializations: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> ::''Ability Score Increase'': Your Constitution score increases by 2. ::''Age'': Ghaal’dar mature at the same rate as humans and have lifespans similar to theirs. ::''Size'': Ghaal’dar are between 5 and 6 feet tall and weigh between 150 and 200 pounds. Your size is Medium. ::''Speed'': Your base walking speed is 30 feet. ::''Darkvision'': You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. ::''Discipline'': You have advantage on saving throws against being charmed. ::''Languages'': You can speak, read, and write Common and Goblin. ::''Subrace'': Within the Dhakaani caste system, young ghaal’dar are trained to fulfill one of two roles. Guides are diplomats and scholars, while soldiers are devoted to war. Choose a subrace for your ghaal’dar character. :::'''Guide:''' As a guide, possibly a duur’kala bard, you’ve been trained to lead your people. ::::''Ability Score Increase'': Either your Intelligence or Charisma score increases by 1 (your choice). ::::''Lead By Example'': If you fail an ability check or saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can’t use it again until you finish a short or long rest. ::::''The Guiding Arts'': You have proficiency in two of the following skills of your choice: History, Medicine, Performance, or Persuasion. :::'''Soldier:''' As a soldier, you’ve drilled in the art of war since childhood. Ability Score Increase. ::::''Ability Score Increase'': Either your Dexterity or Strength score increases by 1 (your choice). ::::''Strength in Unity'': If you miss with an attack roll or fail a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (Maximum bonus of +5). Once you use this trait, you can’t use it again until you finish a short or long rest. ::::''The Arts of War'': You have proficiency in two of the following skills of your choice: Athletics, Intimidation, Perception, or Survival. </div></div> ===3rd Party Settings=== ;World of Farland On the other hand, if you want a more expected sort of hobgoblin PC race, take a look at the [[World of Farland]], which gives us this statblock: the biggest difference is that Farlandish hobgoblins are literally bred for either of two military castes, and have subraces reflecting this. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> ::Ability Score Increase: +2 Constitution ::Size: Medium ::Speed: 30 feet ::Darkvision 60 feet ::Born to War: You are Proficient in ''all'' Martial type weapons. ::Tactical Mind: You have Advantage on Intelligence checks relating to battle tactics and strategy. ::Subrace: Choose either the Cavalry-Bred or Legion-Bred subrace. ''Cavalry-Bred'' hobgoblins are bred as beastmasters and, obviously, cavalry. ::Ability Score Increase: +1 Dexterity ::Hard to Kill: You have Advantage on Death Saving Throws. ::Beast Trainer: You have Proficiency in Handle Animal, and when you are mounted, you gain Advantage on the next attack you make after your mount is struck by an attack. ''Legion-Bred'' hobgoblins are the rank-and-file warriors of the hobgoblin legions. ::Ability Score Increase: +1 Strength ::Martial Advantage: Once per short rest, if you hit an enemy that is also within 5 feet of a non-incapacitated ally of yours, you can deal +2d6 damage. ::Stern: You have Proficiency in Intimidation. </div></div> ==Pathfinder== On the world of [[Golarion]], hobgoblins are the result of an ancient attempt at [[fleshcrafting]] ordinary [[goblin]]s into bigger, stronger, and smarter forms that could then be used as expendable soldiers to defeat the [[elves]]. The elves managed to stop their creators before they could install controls, but not in time to keep them from hating elves instinctively or from seeking to conquer and destroy. Nice going, pointy-ears. Since they hate elves, they hate arcane magic as well, to the point even [[Sorcerer]]s are unheard of among them. They make up for this with [[Alchemist]]s, [[Oni|Ja Noi]] allies, the occasional devil-worshiping shaman/[[Cleric]], and engineers (the kind that makes mundane siege engines and fortifications rather than steampunk). Golarion hobgoblins are most notable because they're supposed to be completely hairless... but, as Paizo began using them more frequently, hobgoblins with hair became increasingly common in their artwork. Rather than admit that this was just a result of different artists ignoring that lore, Paizo retconned that Golarion hobgobs are hairless... but scalp humanoid foes they defeat and make wigs out of their hair, which they wear as symbols of prowess and honor. Their stats are unchanged from 3E, except they lose level adjustment and, per [[Pathfinder]]'s changes to the skill system, their move silently bonus is now a bonus to Stealth. They have options to trade away this bonus for a few things, and one thing to trade their darkvision for, but in the end the only reason to bother with playing one is the way that they coincidentally have the perfect ability scores for a [[Kineticist]].
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information