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|This material is published under the OGL 1.0a.|
|Size/Type:||Medium Humanoid (Goblinoid)|
|Hit Dice:||1d8+1 (5 hp)|
|AC:||15 (+1 Dex, +3 studded leather, +1 small shield)|
|Attacks:||Longsword +1 melee; or javelin +2 ranged|
|Damage:||Longsword 1d8; or javelin 1d6|
|Face/Reach:||5 ft. by 5 ft./5 ft.|
|Special Qualities:||Darkvision 60 ft.|
|Saves:||Fort +3, Ref +1, Will +0|
|Abilities:||Str 11, Dex 13, Con 13, Int 10, Wis 10, Cha 10|
|Skills:||Hide +1, Listen +3, Move Silently +3, Spot +3|
|Climate/Terrain:||Temperate and warm land and underground|
|Organization:||Gang (4-9), band (10-100 plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level), warband (10-24), or tribe (30-300 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 2-4 dire wolves, and 1-4 ogres or 1-2 trolls)|
|Alignment:||Usually lawful evil|
|Advancement:||By character class|
Hobgoblins speak Goblin and Common.
These creatures 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 to other opponents.
Skills: Hobgoblins receive a +4 racial bonus to Move Silently checks.
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