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For other Goblins & Hobgoblins, see Goblin (disambiguation).

Hobgoblin (Complete Book of Humanoids)[]

Ability Score Adjustments. The initial ability scores are modified by a -1 penalty to Charisma.

Ability Score Range
Ability Minimum Maximum
Strength 6 18
Dexterity 6 18
Constitution 5 18
Intelligence 3 18
Wisdom 3 8
Charisma 3 14
Class Restrictions
Class Maximum Level
Warrior
11
Wizard
Priest
9
7
7
Rogue
12

Hit Dice. Player character hobgoblins receive hit dice by class.

Alignment. Hobgoblins tend toward lawful evil. PC hobgoblins may be of any alignment, though they are usually lawful neutral.

Natural Armor Class. 10.

Background. Hobgoblins are stocky humanoids with hairy, dark red to dark gray hides. The typical hobgoblin is 6 12 feet tall, has yellow or dark brown eyes, and sharp yellow teeth. They favor brightly colored garments, especially outfits of blood red.

This fierce race wages a perpetual war against other humanoid races. They exist in a military society, proud of their status, their fighting prowess, their battle standards, and the quality of their weapons. War is their way of life, and to be a warrior is the highest calling a hobgoblin can have. Even when different tribes of hobgoblins meet, there will likely be verbal abuse (85%) or open warfare (15%) unless a strong leader is present.

Most hobgoblins dwell in subterranean complexes. A few tribes build fortified surface villages (about 20%). Hobgoblins consider themselves superior to the "lesser races," lording over goblins and ores whenever possible. The lesser races have only one good purpose to the hobgoblin mindset — they make decent battle fodder. In mixed groups, hobgoblins often serve as officers in units of goblins or ores.

Hobgoblins have an extreme hatred of elves. When their opponents consist of mixed races, they always seek to destroy elves first.

Languages. Hobgoblin, orc, goblin, common, carnivorous ape (rare).

Role-Playing Suggestions. To hobgoblins, war is almost a religious experience. They fight for the glory of battle and to cause carnage, not to expand territory or right wrongs against them. Their outlook on war is much more pure than that. Conflict and strife are their meat and drink.

Hobgoblin PCs are rare in the extreme, but those that do take up the life of adventurers usually fall into one of two patterns. The first is the hobgoblin pacifist. These individuals detest war, though they may be extremely good at its brutal arts. Having grown tired of the constant fighting, they leave their tribes and seek to find a new life somewhere away from their people. Of course, as battle is what they do best, they often find themselves using their militaristic arts to earn a living. However, at least as an adventurer they only have to fight when absolutely necessary. These type of characters will often wait until the last minute before entering a fray — not because they are cowards, but because they grow sick and tired of shedding blood.

The second pattern of hobgoblin PCs are those who turn away from the evil of their society. They reject the hobgoblin gods and perhaps even discover the faith of a non-evil deity. These characters seek to make amends for their old life styles, trying to repair the damage the hobgoblins have done and continue to do in the name of glorious war.

Even the best hobgoblin PCs find it hard to overcome all of their natural tendencies. Brutality, stoicism, courage, and cold-bloodedness are always with them, like dark cloaks they can never shed.

Special Advantages. Hobgoblins have infravision with a range of 60 feet.

They can detect new construction, sloping passages, and shifting walls in underground complexes 40% of the time (1-4 on 1d10).

Special Disadvantages. Most other humanoid and human societies attack hobgoblins on sight. Dwarves receive a +1 bonus to attack rolls against hobgoblins due to racial hatred.

Monstrous Traits. Appearance.

Superstitions. Weakness is feared and actively destroyed in hobgoblin society. A weapon which breaks during combat is an extremely bad omen.

Weapon Proficiencies: Long composite bow, morning star, scimitar, spear, whip, any pole arm.

Nonweapon Proficiencies: Armorer, blacksmithing, bowyer/fletcher, brewing, chanting, close-quarter fighting, direction sense, firebuilding, hiding, intimidation, looting, religion, weaponsmithing, wild fighting.

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