Hobgoblin
Larger cousins of goblins, about the same size as humans with dark orange or red-orange skin
Basic Fantasy Role-Playing Game
| Armor Class | 14 (11) |
|---|---|
| Hit Dice | 1 |
| Number Appearing | 1d6, Wild 2d4, Lair 4d8 |
| Attacks | 1 weapon |
| Damage | 1d8 or by weapon |
| Movement | 30' Unarmored 40' |
| Save As | Fighter: 1 |
| Morale | 8 |
| XP | 25 |
| Treasure Type | Q, R each; D, K in lair |
Hobgoblins are larger cousins of goblins, being about the same size as humans. Their hair color ranges from dark reddish-brown to dark gray. They have dark orange or red-orange skin. Large males have blue or red noses. Hobgoblins’ eyes are yellowish or dark brown, while their teeth are yellow. Their garments tend to be brightly colored, often blood red with black-tinted leather. Their weaponry is kept polished and in good repair. They wear toughened hides and carry wooden shields for armor. As with most goblinoids, they have Darkvision with a 30’ range.
Hobgoblins are cruel and calculating warriors, always looking to exploit those weaker than themselves. They have a strong grasp of strategy and tactics and are capable of carrying out sophisticated battle plans. Under the leadership of a skilled strategist or tactician, their discipline can prove a deciding factor. Hobgoblins hate elves and attack them first in preference over other opponents.
Special Abilities
Variants
One out of every six hobgoblins will be a warrior of 3 Hit Dice (145 XP). Regular hobgoblins gain a +1 bonus to their morale if they are led by a warrior.
| Hit Dice | 3 |
|---|---|
| XP | 145 |
In hobgoblin lairs, one out of every twelve will be a chieftain of 5 Hit Dice (360 XP) in chainmail with an Armor Class of 15 (11) and a movement of 20’, having a +1 bonus to damage due to strength.
| Armor Class | 15 (11) |
|---|---|
| Hit Dice | 5 |
| Damage | +1 bonus to damage due to strength |
| Movement | 20' |
| XP | 360 |
In lairs of 30 or greater, there will be a hobgoblin king of 7 Hit Dice (670 XP), adding a shield for an Armor Class of 16 (11) (movement is still 20’) having a +2 bonus to damage. In the lair, hobgoblins never fail a morale check as long as the king is alive.
| Armor Class | 16 (11) |
|---|---|
| Hit Dice | 7 |
| Damage | +2 bonus to damage |
| Movement | 20' |
| XP | 670 |
A shaman is equivalent to a hobgoblin warrior statistically, but has Clerical abilities at level 1d6+1.
| Hit Dice | 3 |
|---|---|
| XP | 145 |
A witch or warlock is equivalent to a regular hobgoblin, but has Magic-User abilities of level 1d6.
| Hit Dice | 1 |
|---|---|
| XP | 25 |
Other Sources
Old-School Essentials Classic Fantasy
| Armor Class | 6 [13] |
|---|---|
| Hit Dice | 1+1 (5hp) |
| Number Appearing | 1d6 (4d6) |
| Attacks | 1 × weapon (1d8 or by weapon) |
| THAC0 | 18 [+1] |
| Movement | 90' (30') |
| Saving Throws | D12 W13 P14 B15 S16 (1) |
| Morale | 8 (10 with king) |
| Alignment | Chaotic |
| XP | 15 (bodyguard: 75, king: 175) |
| Treasure Type | D |
Variants
A 5HD (22hp) king lives in the hobgoblin lair. The king gains a +2 bonus to damage rolls.
| Hit Dice | 5 (22hp) |
|---|---|
| Attacks | 1 × weapon +2 (1d8+2 or by weapon+2) |
1d4 4HD (3d6hp) bodyguards live in the hobgoblin lair. A thoul may sometimes be found among the king’s bodyguards.
| Hit Dice | 4 (3d6hp) |
|---|
OSRIC
| Armor Class | 5 |
|---|---|
| Hit Dice | 1+1 |
| Number Encountered | 20d10 |
| Attacks | 1 |
| Damage | 1d8 or by weapon |
| Move | 90-ft |
| Alignment | Lawful evil |
| Intelligence | Average |
| XP | 2/20+2/hp |
| Size | Man-sized (6½-ft tall) |
| Frequency | Uncommon |
| Lair | 25% |
Hobgoblins live in tribal bands, and can be found in nearly any clime. They are bigger cousins of goblins and are not affected by sunlight. They have infravision (60-ft). They are competitive with other tribes and will sometimes make war on each other, unless controlled by a powerful leader.
Hobgoblins will typically lair underground and when they do they will sometimes keep carnivorous apes as guards.
Hobgoblins are larger, hairier goblins with brown to grey fur. They have bright red or orange faces and yellow or brown coloured eyes. They have an average lifespan of 60 years.
Special Abilities
Variants
Raiding parties are led by a sergeant.
Two assistants accompany the sergeant in raiding parties.
War parties are led by a captain (fights as a 3 HD monster).
| Armor Class | 3 |
|---|---|
| Hit Dice | 3 (fights as) |
| Damage | 1d8+2 |
In their lair, hobgoblins are led by a chief (fights as a 4 HD monster).
| Armor Class | 2 |
|---|---|
| Hit Dice | 4 (fights as) |
| Damage | 1d10+1 |
The chief has 5d4 personal guards (fights as a 3 HD monster).
| Armor Class | 3 |
|---|---|
| Hit Dice | 3 (fights as) |
| Damage | 1d8+2 |