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Hobgoblin

Larger cousins of goblins, about the same size as humans with dark orange or red-orange skin

goblinoid humanoid chaotic tribal lawful-evil

Basic Fantasy Role-Playing Game

BFRPG

Armor Class14 (11)
Hit Dice1
Number Appearing1d6, Wild 2d4, Lair 4d8
Attacks1 weapon
Damage1d8 or by weapon
Movement30' Unarmored 40'
Save AsFighter: 1
Morale8
XP25
Treasure TypeQ, 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

Darkvision: 30’ range.
Hate elves: Attack them first in preference over other opponents.

Variants

Warrior (one out of every six hobgoblins)

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 Dice3
XP145
Chieftain (in lairs, one out of every twelve)

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 Class15 (11)
Hit Dice5
Damage+1 bonus to damage due to strength
Movement20'
XP360
King (in lairs of 30 or greater)

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 Class16 (11)
Hit Dice7
Damage+2 bonus to damage
Movement20'
XP670
Shaman (in lair (1-2 on 1d6, or 1-3 on 1d6 if hobgoblin king is present))

A shaman is equivalent to a hobgoblin warrior statistically, but has Clerical abilities at level 1d6+1.

Hit Dice3
XP145
Witch or Warlock (in lair (1 on 1d6))

A witch or warlock is equivalent to a regular hobgoblin, but has Magic-User abilities of level 1d6.

Hit Dice1
XP25
Copyright 2006-2023 Chris Gonnerman. Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0). License

Other Sources

Old-School Essentials Classic Fantasy
Armor Class6 [13]
Hit Dice1+1 (5hp)
Number Appearing1d6 (4d6)
Attacks1 × weapon (1d8 or by weapon)
THAC018 [+1]
Movement90' (30')
Saving ThrowsD12 W13 P14 B15 S16 (1)
Morale8 (10 with king)
AlignmentChaotic
XP15 (bodyguard: 75, king: 175)
Treasure TypeD
Larger and nastier relatives of goblins. Dwell underground, but commonly seek prey above ground.

Variants

King (in lair)

A 5HD (22hp) king lives in the hobgoblin lair. The king gains a +2 bonus to damage rolls.

Hit Dice5 (22hp)
Attacks1 × weapon +2 (1d8+2 or by weapon+2)
Bodyguard (in lair (1d4))

1d4 4HD (3d6hp) bodyguards live in the hobgoblin lair. A thoul may sometimes be found among the king’s bodyguards.

Hit Dice4 (3d6hp)
Copyright 2017-2019 Gavin Norman. Open Game License v1.0a. License
OSRIC
Armor Class5
Hit Dice1+1
Number Encountered20d10
Attacks1
Damage1d8 or by weapon
Move90-ft
AlignmentLawful evil
IntelligenceAverage
XP2/20+2/hp
SizeMan-sized (6½-ft tall)
FrequencyUncommon
Lair25%

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

Infravision: 60-ft infravision.
Unaffected by sunlight: Unlike their goblin cousins, hobgoblins are not affected by sunlight.
Hate elves: Will attack them on sight.
Mining and caving skills: Very skilled miners and cavers, and can detect new construction, sloping passages and shifting walls with a 40% chance.
Languages: Speak goblin, orcish, their own brutish tongue and the very limited language of carnivorous apes. Some can speak common as well.

Variants

Sergeant (raiding parties)

Raiding parties are led by a sergeant.

Assistant (raiding parties (2 assistants with sergeant))

Two assistants accompany the sergeant in raiding parties.

Captain (war parties)

War parties are led by a captain (fights as a 3 HD monster).

Armor Class3
Hit Dice3 (fights as)
Damage1d8+2
Chief (in lair)

In their lair, hobgoblins are led by a chief (fights as a 4 HD monster).

Armor Class2
Hit Dice4 (fights as)
Damage1d10+1
Personal Guard (in lair (5d4 guards with chief))

The chief has 5d4 personal guards (fights as a 3 HD monster).

Armor Class3
Hit Dice3 (fights as)
Damage1d8+2