Races: Hobgoblin
Table of Contents
Physical Description
Society
Relations
Alignment and Religion
Adventurers
Ethnicities
Languages
- :
Racial Traits
Standard Traits (11 CP)
- Type: Hobgoblins are primanoids with the goblin subtype.
- Size: Hobgoblins are Medium creatures.
- Speed: Hobgoblins have a base speed of 30 feet.
- Languages: Hobgoblins begin play knowing one regional Goblish language. Hobgoblins with high Intelligence scores can choose a regional language from the following: Draconic, Dwarvish, Elvish, Gnomish, Goblish, Human, Orcish, and Sylvan. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
- Hearth-Born: Hobgoblins have fire resistance 5. This resistance increases by 5 at 5th Hit Die, and every 5 HD after. (2 CP)
- Natural Armor: Hobgoblins have adapted to living without clothing, and have gained a natural armor equal to their total Hit Dice. (2 CP)
Magical Racial Traits
- Hobgoblin Magic: Hobgoblins can use the following spell-like abilities a number of times per day equal to their total Hit Dice: ghost sound, mage hand, spark. They use their total HD as their caster level, and their DCs are Charisma-based. (3 CP)
Offense Racial Traits
- Hard Head, Big Teeth: Hobgoblins have large heads filled with razor-sharp teeth. They have a bite natural attack that deals 1d6 points of damage. At 7th Hit Die, and every 7 HD after, the bite's damage increases by 1 size. (2 CP)
Senses Racial Traits
- Darkvision: Hobgoblins can see perfectly in the dark for up to 60 feet. At 7th Hit Die, and every 7 HD after, this range increases by 30 feet. (2 CP)
Alternate Physical Traits
- Bandy-Legged: Bandy-legged hobgoblins have an even more exaggerated stature than other hobgoblins, with bowed legs and massive shoulders. Hobgoblins with this racial trait gain a racial bonus equal to their total Hit Dice on Climb and Ride checks, and a racial bonus equal to half of their total HD to their CMD against bull rush or trip attempts while on solid ground. The base speed of bandy-legged hobgoblins is reduced to 20 feet. This replaces hobgoblin magic. (4 CP)
- Over-Sized Ears: While hobgoblins’ ears are never dainty, these hobgoblins have freakishly large ears capable of picking up even the smallest sounds. Hobgoblins with this racial trait gain a racial bonus equal to their total Hit Dice on Perception checks. This replaces hard head, big teeth. (2 CP)
- Over-Sized Nose: While hobgoblins' noses are pretty big, these hobgoblins have comically large noses capable of picking up even the faintest scent. Hobgoblins with this racial trait gain the scent ability. This replaces hard head, big teeth. (3 CP)
Cultural Traits
- Authoritative: Hobgoblins often develop a knack for controlling others. They gain a racial bonus equal to their total Hit Dice on Diplomacy and Intimidate checks. (4 CP)
- Battle-Hardened: Incessant drills make defense second nature to some hobgoblins. Hobgoblins with this racial trait gain a racial bonus equal to half of their total Hit Dice to CMD against disarm, grapple, and trip attempts. (3 CP)
- Engineer: Hobgoblin engineers tinker endlessly with fire, explosives, and the engines of war. Hobgoblins with this racial trait gain a racial bonus equal to their total Hid Dice on Craft (alchemy) and Knowledge (engineering) checks. (2 CP)
- Fearsome: Some hobgoblins scorn caution and subtlety for swagger and bluster. Hobgoblins with this racial trait gain a racial bonus equal to their total Hit Dice on Intimidate checks, and gain Skill Focus (Intimidate) as a bonus feat. (4 CP)
- Magehunter: Hobgoblins hate and fear arcane casters. A magehunter gains a racial bonus equal to their total Hit Dice on Spellcraft checks and Coordinated Distraction as a bonus feat. (4 CP)
- Pit Boss: Slave blood fuels the hobgoblin war machine. Pit bosses extract the last breath of labor from their charges with a liberal touch of the lash. Hobgoblins with this racial trait gain proficiency with whips and a racial bonus equal to half of their total Hit Dice on combat maneuver checks made to disarm or trip with a whip. (4 CP)
- Scarred: A hobgoblin can scar himself with both blade and fire to toughen his hide into a mass of horny scars. Hobgoblins with this racial trait gain a natural armor bonus equal to their total Hit Dice. However, the repeated exposure to fire permanently damages their eyes, and they gain disadvantage on Perception checks. (1 CP)
- Slave Hunter: Hobgoblin slavers excel at tracking down runaway slaves and surviving in filthy conditions. Hobgoblins with this racial trait gain a racial bonus equal to their total Hit Dice on Survival checks, and a racial bonus equal to half of their total HD on Fortitude saves against disease. (3 CP)
- Unfit: Hobgoblins who failed to secure a position in the military hold the lowest status in hobgoblin society, and quickly learn the value of currying favor with their betters. Hobgoblins with this racial trait gain a racial bonus equal to their total Hit Dice on Bluff and Diplomacy checks. (4 CP)
Racial Feats
Feat Name | Category/Type | Prerequisites | Benefit |
---|---|---|---|
Bred Commander | General | Hobgoblin | When serving as a commander using the mass combat rules you can add your class level to your army’s Morale checks in place of your Charisma modifier. |
Commander of Goblinkind | General | Cha 13, hobgoblin | You receive a +5 competence bonus on Knowledge (local) checks and Charisma-based skill checks regarding other goblinoids. |
Demoralizing Lash | Combat | Base attack bonus +1, Intimidate 1 rank, hobgoblin | To use this feat, you must use a whip (or another weapon in the flails fighter weapon group) to attack a foe demoralized by an Intimidate check. If the attack hits, you extend the duration the creature is shaken by 1 round. |
Distracting Explosion | General | Bomb class feature, hobgoblin | You can reduce your bomb damage by one die to give it the ability to distract the creature it strikes. If a creature takes a direct hit from your bomb, it must succeed at a Reflex saving throw against the bomb’s DC or be unable to make attacks of opportunity for 1 round. |
Elf-Magic Defense | General | Favored enemy class feature, hobgoblin | In addition to the normal benefits against your favored enemies, you add half your favored enemy bonus on saving throws made against arcane spells, spell-like abilities, and supernatural abilities of your favored enemies. |
Focusing Blow | Teamwork | Hobgoblin Discipline, hobgoblin | An ally who also has this feat can deal damage to you in order to break an ongoing mind-affecting effect that allows a saving throw. |
Hobgoblin Discipline | General | Base attack bonus +1, hobgoblin | While you are within 30 feet of at least two other hobgoblins, you gain a +1 morale bonus on saving throws. |
Recalcitrant | General | Iron Will, hobgoblin | Add 2 to the DCs of checks to intimidate you. |
Taskmaster | Combat | Demoralizing Lash, Intimidate 5 ranks, Hobgoblin | As a standard action, you spur an ally, who must have fewer Hit Dice than yourself, to reckless effort. |
Terrorizing Display | Combat | Dazzling Display, Demoralizing Lash, Taskmaster, Weapon Focus, Intimidate 10 ranks, Hobgoblin, proficiency with selected weapon | When you use Dazzling Display, in addition to its normal effects, you can use it to spur allies within 30 feet as if you had used the Taskmaster feat. |
Warmonger | General | Cha 13, hobgoblin | You gain Bluff and Diplomacy as class skills. In addition, you receive a +4 competence bonus on Bluff and Diplomacy skill checks when using either skill to convince another character to go to war against or attack another creature or group. |
page revision: 4, last edited: 24 Jul 2021 21:15