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Hobgoblin, Bluenose

Larger cousins of goblins and a tougher, rarer breed of hobgoblins

Basic Fantasy Field Guide Omnibus

Field Guide

Armor Class14 (11)
Hit Dice2
Number Appearing1d6, Wild 2d4, Lair 4d8
Attacks1 weapon
Damage1d8 or by weapon
Movement30' Unarmored 40'
Save AsFighter: 2
Morale8
XP75
Treasure TypeQ, R each; D, K in lair

Bluenose Hobgoblins are larger cousins of goblins and a tougher, rarer breed of hobgoblins, being 4.5-5 feet tall. Their hair color ranges from dark reddish-brown to dark grey. They have dark orange or red-orange skin. Males have bulbous blue noses. Bluenose hobgoblins’ eyes are yellowish or dark brown, and their teeth are yellow. Their garments tend to be brightly-colored, often blood-red with black-tinted leather.

They are better organized than their smaller kin, and are also better adapted to life in the sun. Most wear leather armor and carry wooden shields. As with most goblinoids, they have Darkvision with a 30-foot range.

Tribes of bluenose hobgoblins prefer to live in walled villages, or preferably in castles, and are quite willing to overrun villages or castles built by other races rather than build their own. Some tribes, however, do choose to live underground.

Some bluenose hobgoblins ride dire wolves into combat, and large groups of hobgoblins will often employ them to track and attack their foes.

Bluenose Hobgoblins have a well-known hatred of elves, and will attack them whenever they think they can win.

Special Abilities

Darkvision: 30-foot range.
Hatred of Elves: Will attack elves whenever they think they can win.
Dire Wolf Riders: Some bluenose hobgoblins ride dire wolves into combat, and large groups will often employ them to track and attack their foes.

Variants

Warrior (one out of every six)

Regular bluenose hobgoblins gain a +1 bonus to their morale if they are led by a warrior.

Hit Dice4
XP240
Chieftain (in lair, one out of every twelve)

In chainmail with an AC of 15 (11) and a movement of 20’, having a +1 bonus to damage due to strength.

Armor Class15 (11)
Hit Dice6
Damage+1 bonus to damage due to strength
Movement20'
XP500
King (in lairs of 30 or greater)

Adding a shield for AC 16 (11) (movement is still 20’) and having a +2 bonus to damage. In the lair, bluenose hobgoblins never fail a morale check as long as the king is alive.

Armor Class16 (11)
Hit Dice8
Damage+2 bonus to damage
Movement20'
XP875
Shaman (in lair (1-2 on 1d6, or 1-3 on 1d6 if king is present))

Equivalent to a bluenose hobgoblin warrior statistically, but has Clerical abilities at level 1d6+1.

Same stats as Warrior

Witch or Warlock (in lair (1 on 1d6))

Equivalent to a regular bluenose hobgoblin, but has Magic-user abilities of level 1d6.

Armor Class14 (11)
Hit Dice2
XP75