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Size & Type (subtype):Medium-Size Humanoid (Goblinoid)Hit Dice:1d8+1 (5)
Initiative:   +1 (Dex)   Speed:   30 ft.  
Armor Class:   15 (+1 Dex, +3 studded leather, +1 small shield)   Attacks:   Longsword +1 melee; or javelin +2 ranged  
Damage:   Longsword 1d8; or javelin 1d6   Face and Reach:   5 ft. by 5 ft./5 ft.  
Special Attacks:      Special Qualities:   Darkvision 60 ft.  
Saving Throws  Fortitude: 3  
Reflex: 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   Feats:   Alertness  
Climate and Terrain:   Temperate and warm land and underground   Climate:   temperate,warm  
Terrain:   desert,forest,hill,marsh,mountains,plains,underground   Organization:   Gang (4-9), band (10-100 plus 50% noncombatantsplus 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)  
Challenge Rating:   1/2   Challenge Rating Value:   0.5  
Treasure:   Standard   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.

Hobgoblin Characters

A hobgoblin's favored class is fighter. Hobgoblin clerics can choose two of the following domains: Evil, Destruction, and Trickery.


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002