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[[Rule Zero]], of course, means you can choose to use both creatures, only one, or neither, as you feel like. If your campaign is likely to travel long distances and visit vastly different regions, it can be useful to have two creatures that fill a similar niche and yet are distinct in certain ways from each other. In addition, publishers sometimes give Hobgoblins the more exotic weapons, armor, and tactics.
[[Rule Zero]], of course, means you can choose to use both creatures, only one, or neither, as you feel like. If your campaign is likely to travel long distances and visit vastly different regions, it can be useful to have two creatures that fill a similar niche and yet are distinct in certain ways from each other. In addition, publishers sometimes give Hobgoblins the more exotic weapons, armor, and tactics.


==D&D 3.5==
==Hobgoblins, the Playable?==
Now playable. +2 Dex and Con, -2 Cha. Not a bad trade off, considering the sneaking bonuses. Good [[Fighter]]/[[Rogue]] but find it difficult to fit with human society. Who needs humans anyways? Wait, we do. Who else are we meant to enslave to build our 'lairs'?
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 logicially they can find common cause to adventure with humanoids for whatever reasons.


==D&D 5e==
In fact, Hobgoblins have actually been playable in literally every single edition of D&D, from Basic through to 5th.
 
===Basic===
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:
 
::Racial Ability Modifiers: +1 Strength, -1 Dexterity
::Racial Ability Maximums: 16 in Intelligence and Wisdom, 18 in all others
::Natural Armor Class: 8
 
Racial Class:
::Level 0: 0 XP, D8+1 Hit Dice
::Level 1: 1,200 XP, 2d8+2 Hit Dice
::Level 2: 2,400 XP, 3d8+3 Hit Dice
::Level 3: 4,800 XP,
::Level 4: 9,600 XP, 4d8+4 Hit Dice
::Level 5: 19,000 XP, 5d8+5 Hit Dice
::Level 6: 38,000 XP, 6d8+5 Hit Dice
::Level 7: 76,000 XP
::Level 8: 150,000 XP, 7d8+5 Hit Dice
::Level 9: 300,000 XP, +2 hit points
::Subsequent Levels: +240,000 XP, +2 hit points
 
===Advanced===
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.
 
::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
 
===3rd Edition===
Hobgoblin PC stats were actually all over the place in 3rd edition! First appearing in the Monster Manual, they were then reprinted in the Races of [[Dragonlance|Ansalon]] and [[Forgotten Realms|Faerun]], remaining identical in every printing:
 
::+2 Dexterity, +2 Constitution
::Base land speed 30 feet
::Darkvision 60 feet
::+4 racial bonus on Move Silently
::[[Favored Class]]: [[Fighter]]
::[[Level Adjustment]]: +1
 
You may wonder just why it is that they get a +1 LA rating? Well, the truth is it's because... Level Adjustment was a stupid idea, really. It was just pretty poorly handled all around.
 
In [[Kingdoms of Kalamar]], hobgoblins lost the +1 LA at the cost of suffering a -2 penalty to Int, Wis '''and''' Cha. Even with their +2 to Listen & Spot checks, way underpowered.
 
===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:
::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.
 
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.
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 goblinoids.  +2 Con, +1 Int, proficiency in light armor and some weapons of the player's choice, and the ability to "save face" by re-rolling a failed d20 roll with a bonus equal to the number of allies watching  (+5 tops) rather than their iconic "monster power."  Mockingly described as all being wizards, 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.
Added as a playable race in in ''Volo's Guide to Monsters'', along with both the other goblinoids.  +2 Con, +1 Int, proficiency in light armor and some weapons of the player's choice, and the ability to "save face" by re-rolling a failed d20 roll with a bonus equal to the number of allies watching  (+5 tops) rather than their iconic "monster power."  Mockingly described 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.


=Gallery=
=Gallery=

Revision as of 06:32, 3 September 2017

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Hobgoblins
If anything, Hobgoblins can make some pretty good beer, making them good potential buddies with dwarven player characters. Think about bringing a few of these to your next game, but get that Diet Coke horseshit out of here.

Summary

Tougher than Goblins, smarter than Bugbears, they're the Lawful Evil to Goblin's Neutral and Bugbear's Chaotic. Usually considered militaristic and malevolent, but often overlooked as cannon fodder like their smaller Goblin cousins, Hobgoblins can prove to be interesting and formidable enemies to a group of player characters, and have the capacity to be pretty badass if you want them to be. Also incredibly racist, and have a love of slavery.

Physically, Hobgoblins are generally portrayed as being very large and strong, usually at least as tall as a human. They range from rust to amber in color and sometimes have blueish purple noses or ears which is kind of cool I guess.

Hobgoblins vs Orcs

If you google something like "Dungeons and Dragons Hobgoblin", you'll get a lot of results where people are asking what the real difference is between Hobgoblins and Orcs. Aren't they just the same thing with a different name and drawn slightly differently and carrying different weapons? Well, not exactly.

The short but not especially helpful answer is, to quote the Daily Bestiary blog: "Orcs may have hordes, but Hobgoblins have armies."

The longer and more expositional answer is that way back at the dawn of Dungeons and Dragons, Gary Gygax wanted to have a distinct monster with distinct stats at every early Challenge Rating (1-7). This distinction has been grandfathered in all the way down to Pathfinder and 5th Edition, though the exact differences in stats has changed over the years, and it's usually combined with the flavor portrayal - Orcs being the tribal savages, Hobgoblins being the well-organized and relentless force.

(For those of you who follow Tolkien, the traits of the Lord of the Rings Orcs were actually split between Dungeons and Dragons' Orcs and Hobgoblins. D&D Orcs are reminiscent of the cave-dwelling ambushers Bilbo met in the Misty Mountains or the hordes that Sauron used to attack Gondor, while D&D Hobgoblins are more like Saruman's Uruk-hai.)

Rule Zero, of course, means you can choose to use both creatures, only one, or neither, as you feel like. If your campaign is likely to travel long distances and visit vastly different regions, it can be useful to have two creatures that fill a similar niche and yet are distinct in certain ways from each other. In addition, publishers sometimes give Hobgoblins the more exotic weapons, armor, and tactics.

Hobgoblins, the Playable?

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 logicially 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.

Basic

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:

Racial Ability Modifiers: +1 Strength, -1 Dexterity
Racial Ability Maximums: 16 in Intelligence and Wisdom, 18 in all others
Natural Armor Class: 8

Racial Class:

Level 0: 0 XP, D8+1 Hit Dice
Level 1: 1,200 XP, 2d8+2 Hit Dice
Level 2: 2,400 XP, 3d8+3 Hit Dice
Level 3: 4,800 XP,
Level 4: 9,600 XP, 4d8+4 Hit Dice
Level 5: 19,000 XP, 5d8+5 Hit Dice
Level 6: 38,000 XP, 6d8+5 Hit Dice
Level 7: 76,000 XP
Level 8: 150,000 XP, 7d8+5 Hit Dice
Level 9: 300,000 XP, +2 hit points
Subsequent Levels: +240,000 XP, +2 hit points

Advanced

In AD&D, hobgoblins were naturally added in the Complete Book of Humanoids, along with most other savage humanoids like orcs, goblins, gnolls and ogres.

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), 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

3rd Edition

Hobgoblin PC stats were actually all over the place in 3rd edition! First appearing in the Monster Manual, they were then reprinted in the Races of Ansalon and Faerun, remaining identical in every printing:

+2 Dexterity, +2 Constitution
Base land speed 30 feet
Darkvision 60 feet
+4 racial bonus on Move Silently
Favored Class: Fighter
Level Adjustment: +1

You may wonder just why it is that they get a +1 LA rating? Well, the truth is it's because... Level Adjustment was a stupid idea, really. It was just pretty poorly handled all around.

In Kingdoms of Kalamar, hobgoblins lost the +1 LA at the cost of suffering a -2 penalty to Int, Wis and Cha. Even with their +2 to Listen & Spot checks, way underpowered.

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:

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.

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 goblinoids. +2 Con, +1 Int, proficiency in light armor and some weapons of the player's choice, and the ability to "save face" by re-rolling a failed d20 roll with a bonus equal to the number of allies watching (+5 tops) rather than their iconic "monster power." Mockingly described as being all wizards, 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.

Gallery

Dungeons & Dragons 1st Edition Races
Basic Set DwarfElfHobbitHuman
Creature Crucible 1 BrownieCentaurDryadFaunHsiaoLeprechaunPixiePookaRedcapSidheSpriteTreantWood ImpWooddrake
Creature Crucible 2 FaenareGnomeGremlinHarpyNagpaPegataurSphinxTabi
Creature Crucible 3 KnaKopruMerrowNixieSea GiantShark-kinTriton
Dragon Magazine CaymaGatormanLupinN'djatwaPhanatonRakastaShazakWallara
Hollow World BeastmanBrute-ManHutaakanKrugel OrcKubittMalpheggi Lizard Man
Known World BugbearGoblinGnollHobgoblinKoboldOgreTroll
Dungeons & Dragons 4th Edition Races
Player's Handbook 1 DragonbornDwarfEladrinElfHalf-ElfHalflingHumanTiefling
Player's Handbook 2 DevaGnomeGoliathHalf-OrcShifter
Player's Handbook 3 GithzeraiMinotaurShardmindWilden
Monster Manual 1: BugbearDoppelgangerGithyankiGoblinHobgoblinKoboldOrc
Monster Manual 2 BullywugDuergarKenku
Dragon Magazine GnollShadar-kai
Heroes of Shadow RevenantShadeVryloka
Heroes of the Feywild HamadryadPixieSatyr
Eberron's Player's Guide ChangelingKalashtarWarforged
The Manual of the Planes Bladeling
Dark Sun Campaign Setting MulThri-kreen
Forgotten Realms Player's Guide DrowGenasi
The Races of Pathfinder
Player's Handbook: Dwarf - Elf - Gnome - Half-Elf - Half-Orc - Halfling - Human
Advanced
Race Guide:
Aasimar - Catfolk - Changeling - Dhampir - Duergar
Drow - Fetchling - Gillman - Goblin - Grippli - Hobgoblin
Ifrit - Kitsune - Kobold - Merfolk - Nagaji - Orc - Oread
Ratfolk - Samsaran - Strix - Suli - Svirfneblin - Sylph
Tengu - Tiefling - Undine - Vanara - Vishkanya - Wayang
Bestiaries: Android - Astomoi - Caligni - Deep One Hybrid - Gathlain
Gnoll - Kasatha - Munavri - Naiad - Orang-Pendak
Reptoid - Rougarou - Shabti - Trox - Yaddithian
Adventure Paths: Being of Ib - Kuru
Inner Sea Races: Ghoran - Monkey Goblin - Lashunta - Skinwalker
Syrinx - Triaxian - Wyrwood - Wyvaran
Ultimate Wilderness: Vine Leshy
Blood of the Sea: Adaro - Cecaelia - Grindylow - Locathah - Sahuagin - Triton
Planar Adventures: Aphorite - Duskwalker - Ganzi