Difference between revisions of "Hobgoblin"

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| special = [[Infravision|infravision]], [[Standard Bearer (sage ability)|tribal standard]]
 
| special = [[Infravision|infravision]], [[Standard Bearer (sage ability)|tribal standard]]
 
}}
 
}}
 +
 +
'''Hobgoblins''' are tall, slender humanoid creatures with stiff, leathery hides sparsely covered with thin, black hair, with facial characteristics and attributes that suggest an Oriental appearance.  It is almost certain that their original appearance has been altered by the presence of human Asian heritage in their background, as these creatures mated with the Tunguskic peoples who were completely supplanted thousands of years ago.  Hobgoblins are intelligent and exceptionally heirarchical; they are the masters of a vast area of north central Asia known as the Vostoch Empire,
 +
 +
 +
 +
WORKING...
  
 
See [[Bestiary]]
 
See [[Bestiary]]
  
[[Category: Lacks Image]]
+
Tribal bands of hobgoblins are likely to be encountered nearly anywhere
 +
as these creatures are equally at home in sunlight or subterranean setting.
 +
They fight well in full daylight and have infrovision (60') so as to be able to
 +
fight in total darkness as well. Each tribe is jealous of its status, and if two
 +
tribal bands of hobgoblins meet there will be at least catcalls and derision
 +
(85%) and open fighting might break out (15%) unless a strong leader
 +
such as a powerful monster or fighter or evil high priest, etc. is on hand to
 +
control them. Similarly, the hobgoblins will bully nearby orcs or goblins
 +
given the opportunity, and hobgoblin leaders are sometimes used in
 +
bodies of goblins or orcish troops to keep them in order and drive them
 +
into battle.
 +
The better known (more infamous) hobgoblin tribes include: rippers, leg
 +
breakers, skull smashers, flesh renders, marrow suckers, flayers, and slow
 +
killers.
 +
For every 20 hobgoblins in a group there is a leader (sergeant) and 2
 +
assistants. These hobgoblins will have 9 hit paints each. If 100 or more
 +
hobgoblins are encountered there will be the following additional figures
 +
with the group: a subchief (armor class 3, 16 hit points, and 1 + 2 damage
 +
(3-10 hit points)). These additional hobgoblins fight as 3 hit dice monsters.
 +
If hobgoblins are encountered in their lair there will also be, in addition, a
 +
chief and 5-20 bodyguards. Hobgoblin chiefs are armor class 2, 22 hit
 +
points, do 2-1 1 hit points of damage, and fight as 4 hit dice monsters. Their
 +
bodyguards are the same as those of sub-chiefs. There are females and
 +
young in the lair equal to 150% and 300% respectively of the number of
 +
males.
 +
Hobgoblin lairs are underground 80% of the time and above ground 20%
 +
of the time. In the latter case the lair will be a village with a ditch, rampart,
 +
and palisade of stones, earth and logs. There will be two gates and 3-6
 +
guard towers. The dwellings inside are usually a mixture of wood and
 +
stone. As they seek to build on the ruins of human or other more
 +
sophisticated creatures, a hobgoblin village may be of better construction
 +
than indicated, possibly having solid stone works, buildings or a keep. In
 +
any event, hobgoblins will have 2 heavy catapults, 2 light catapults, and 1
 +
ballista per 50 warriors. If the lair is underground, there is a 60% chance
 +
that there will be from 2-12 carnivorous apes (qv) as guards.
 +
 
 +
Hobgoblins have the following typical weapon distribution.
 +
sword and composite bow
 +
sword and spear
 +
sword and morning star
 +
sword and whip
 +
polearm
 +
spear
 +
morning star
 +
20Yo
 +
10%
 +
5%
 +
5%
 +
30%
 +
10%
 +
20%
 +
Leaders will always bear two weapons. The tribal standard will be with a
 +
sub-chief 20% of the time. It is always present with the chief. The tribal
 +
standard causes hobgoblin warriors within 6" to fight harder, thus giving
 +
them + 1 on their attack dice rolls and + 1 on morale (reaction) dice rolls.
 +
If elves are nearby, hobgoblins will'attack them in preference to any other
 +
troops because of the great hatred they bear.
 +
Hobgoblins are highly adept at mining, and they can detect new
 +
construction, sloping passages, and even shifting walls 40% of the time.
 +
Most hobgoblins speak goblin, orcish, and the rudimentary tongue of
 +
carnivorous apes in addition to their racial and alignment languages. 20%
 +
of hobgoblins can speak the common tongue as well.
 +
 
 +
Hobgoblins favor bright, bloody colors and
 +
black leather. They keep weapons well polished. Hobgoblins live for 60
 +
years.

Revision as of 20:42, 13 September 2020

Hobgoblin
Species humanoid (goblinish)
No. Appearing 3–30
Behaviour clan
Range alpine, barrens, taiga, tundra
Size 6 ft. 6 in. tall
Weight 225 lbs.
Intelligence 10–11
Armour Class 5
Hit Dice 1+1
Action Points 5
Max. Stride {{{stride}}}
THAC0 20
Hp/Die d8
Attack Forms claw or by weapon type
Damage 1–8, varies
Special Attacks infravision, tribal standard

Hobgoblins are tall, slender humanoid creatures with stiff, leathery hides sparsely covered with thin, black hair, with facial characteristics and attributes that suggest an Oriental appearance. It is almost certain that their original appearance has been altered by the presence of human Asian heritage in their background, as these creatures mated with the Tunguskic peoples who were completely supplanted thousands of years ago. Hobgoblins are intelligent and exceptionally heirarchical; they are the masters of a vast area of north central Asia known as the Vostoch Empire,


WORKING...

See Bestiary

Tribal bands of hobgoblins are likely to be encountered nearly anywhere as these creatures are equally at home in sunlight or subterranean setting. They fight well in full daylight and have infrovision (60') so as to be able to fight in total darkness as well. Each tribe is jealous of its status, and if two tribal bands of hobgoblins meet there will be at least catcalls and derision (85%) and open fighting might break out (15%) unless a strong leader such as a powerful monster or fighter or evil high priest, etc. is on hand to control them. Similarly, the hobgoblins will bully nearby orcs or goblins given the opportunity, and hobgoblin leaders are sometimes used in bodies of goblins or orcish troops to keep them in order and drive them into battle. The better known (more infamous) hobgoblin tribes include: rippers, leg breakers, skull smashers, flesh renders, marrow suckers, flayers, and slow killers. For every 20 hobgoblins in a group there is a leader (sergeant) and 2 assistants. These hobgoblins will have 9 hit paints each. If 100 or more hobgoblins are encountered there will be the following additional figures with the group: a subchief (armor class 3, 16 hit points, and 1 + 2 damage (3-10 hit points)). These additional hobgoblins fight as 3 hit dice monsters. If hobgoblins are encountered in their lair there will also be, in addition, a chief and 5-20 bodyguards. Hobgoblin chiefs are armor class 2, 22 hit points, do 2-1 1 hit points of damage, and fight as 4 hit dice monsters. Their bodyguards are the same as those of sub-chiefs. There are females and young in the lair equal to 150% and 300% respectively of the number of males. Hobgoblin lairs are underground 80% of the time and above ground 20% of the time. In the latter case the lair will be a village with a ditch, rampart, and palisade of stones, earth and logs. There will be two gates and 3-6 guard towers. The dwellings inside are usually a mixture of wood and stone. As they seek to build on the ruins of human or other more sophisticated creatures, a hobgoblin village may be of better construction than indicated, possibly having solid stone works, buildings or a keep. In any event, hobgoblins will have 2 heavy catapults, 2 light catapults, and 1 ballista per 50 warriors. If the lair is underground, there is a 60% chance that there will be from 2-12 carnivorous apes (qv) as guards.

Hobgoblins have the following typical weapon distribution. sword and composite bow sword and spear sword and morning star sword and whip polearm spear morning star 20Yo 10% 5% 5% 30% 10% 20% Leaders will always bear two weapons. The tribal standard will be with a sub-chief 20% of the time. It is always present with the chief. The tribal standard causes hobgoblin warriors within 6" to fight harder, thus giving them + 1 on their attack dice rolls and + 1 on morale (reaction) dice rolls. If elves are nearby, hobgoblins will'attack them in preference to any other troops because of the great hatred they bear. Hobgoblins are highly adept at mining, and they can detect new construction, sloping passages, and even shifting walls 40% of the time. Most hobgoblins speak goblin, orcish, and the rudimentary tongue of carnivorous apes in addition to their racial and alignment languages. 20% of hobgoblins can speak the common tongue as well.

Hobgoblins favor bright, bloody colors and

black leather. They keep weapons well polished. Hobgoblins live for 60 years.