Hobgoblin


Hobgoblins are a fierce humanoid race that wage a perpetual war with the other humanoid races. They are intelligent, organized, and aggressive.
 

Species Name: Hobgoblin

Type: Humanoid Insect

Physical Traits: Their hairy hides range from dark reddish-brown to dark grey. Their faces show dark red or red-orange skin. Large males have blue or red noses. Hobgoblin eyes are either yellowish or dark brown while their teeth are yellow.

Height: 6 - 7ft

Weight: 160 - 200lbs

Abilities: Infravision 60ft

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual

INT: 3D6, WIS: 3D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: 3D6, MR: 3D6, HPs: CON +D8

Orbit/Climate: See Earth

Feeding Habits: Omnivore

Lifespan: 60 years

Technology: 2

Culture: Hostile, intolerant and aggressive, held in check by strong social customs. They are considered so untrustworthy and underhanded by the other Orcs and goblin races that they refuse to have dealings with them. Hobgoblins hate elves and always attack them first. Hobgoblins feel superior to goblins or orcs and may act as leaders for them. In such cases, the “lesser races” are used as battle fodder. Hobgoblin mercenaries may work for powerful or rich evil humanoids.

Hobgoblins fight equally well in bright light or virtual darkness. Hobgoblins are nightmarish mockeries of the humanoid races who have a military society organized in tribal bands. Each tribe is intensely jealous of its status. Chance meetings with other tribes will result in verbal abuse (85%) or open fighting (15%). Hobgoblin tribes are found in almost any climate or subterranean realm. A typical tribe of hobgoblins will have between 20 and 200 (2d10×10) adult male warriors. In addition, for every 20 male hobgoblins there will be a leader (known as a sergeant) and two assistants. Leaders and chiefs always carry two weapons. Each tribe has a distinctive battle standard which is carried into combat to inspire the troops. If the tribal chief is leading the battle, he will carry the standard with him, otherwise it will be held by one of his sub-chiefs. In addition to the warriors present in a hobgoblin tribe, there will be half again that many females and three times as many children as adult males.

Fully 80% of all known hobgoblin lairs are subterranean complexes. The remaining 20% are surface villages which are fortified with a ditch, fence, 2 gates, and 3-6 guard towers. Villages are often built upon ruined humanoid settlements and may incorporate defensive features already present in the ruins. Hobgoblin villages possess artillery in the form of 2 heavy catapults, 2 light catapults, and a ballista for each 50 warriors. Underground complexes may be guarded by 2-12 carnivorous apes (60%). They are highly adept at mining and can detect new construction, sloping passages, and shifting walls 40% of the time.

Government: Tribal Council

Population: 1,331,320


 

Creating a Hobgoblin character

Step 1: Attributes
Roll attributes as normal. Mana = INT + WIS x3. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep. Mana can however be permanently traded for HPs at a rate of 1 for 1. Hit points = CON +8, +8 per level.
Step 2: Skills

Choose skills in the normal manner according to the character's class.

Step 3: Abilities

All Hobgoblins gain all the following free;

Night Vision - The character can see in absolute darkness at a distance of up to 60ft.

Additionally Hobgoblins start with 35 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Agile 10 +1 AC
Increased Thac0 5 +1 Thac0 with melee weapons at levels 1, 3, 5, 7, 9, 11, 13, 15, 17 and 19.
Intimidating 5 This character has greater presence, +1 CHA.
Natural Chameleon 5

Using this ability the Hobgoblin can blend into and render himself nearly invisible in wooded areas, fields of tall grass, clumps of bushes, or any other wilderness area with dark or shaded terrain. When hiding he can conceal himself from attackers and eavesdrop on his enemies. He can hide near a well travelled road and secretly observe passersby, or conceal himself near an enemy campsite waiting for an opportune moment to steal their supplies. 

Natural Mana 10 +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20.
Nature Survival 5 Due to a Hobgoblin's extensive experience and training in jungles and forests they gain +1 to any physical, combat and survival rolls made while within that environment. He may choose an additional terrain at level 5. Terrain types include; Jungle, Desert, Tundra, Underground, Mountain, Forest or Ocean.
Sanity Bonus 10 +1 Sanity save at levels 2, 5, 9, 11, 13 and 17.
Smell 5 Smell increases to x1 normal range per 3 WIS with an additional x1 per level. It can be used for smelling poison or impurities in food and beverage. It can also be used to detect and water or food being prepared within the radius.
Willpower Bonus 10 +1 Willpower save at levels 1, 4, 8, 12, 14, 16 and 20.
Witch Sight 10 The character can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and whether it is harmful or helpful.
Step 4: Classes

Any.

 

 

Races