Hobgoblin

The Hobgoblin is a Goblin who has heeded the call of the adventurous life. Magic, sneaking, and cutting things are your stock-in-trade, and your practical jokes are often lethal as well as amusing.

Alignment: Hobgoblins may be either Neutral or Chaotic

Hit Points: A Hobgoblin gains 1d6 hit points at each level. Goblins are small, but tough.

Weapon Training: A Hobgoblin is trained in the use of these weapons: blackjack, blowgun, club, crossbow, dagger, dart, garrote, short sword, and sling. Hobgoblins rarely wear armor, as it hinders both spellcasting and sneaking.

Thief Skills: Hobgoblins know the following Thief Skills, and gain bonuses as per the Lawful Thief table (DCC rules page 38): Backstab, Sneak Silently, Hide in Shadows, Climb Sheer Surfaces, Pick Lock, Find Trap, Disable Trap

Magic: Hobgoblins are innately magical, and are able to unlock their natural abilities to create magical effects as they grow in skill and power. Instead of memorizing spells, a Hobgoblin can create magical effects for each spell that they know each day. Hobgoblin spells are determined randomly, like a Hedge Wizard’s. Due to events in the distant past, Hobgoblins never have dealings with Patrons, and should re-roll any result of Patron Bond or Invoke Patron.

Caster Level: A Hobgoblin’s caster level is half his level, rounded up

Luck: A Hobgoblin’s luck modifier applies to rolls to Climb Sheer Surfaces, Hide in Shadows, and Sneak Silently; as well as to Corruption and Mercurial Magic

Practical Jokes: As many an unwary soul has found, Goblins are great practical jokers, and Hobgoblins really take the practical part seriously. A Hobgoblin carries enough material to create a snare or simple mechanical trap once per adventure (twice at 4th level and three times at 8th). Setting the trap requires a skill check against DC 10 using the Hobgoblin’s Disarm Traps skill, and a roll of 0 means that the trap has been sprung and affects the Hobgoblin. The trap DC is 10 plus the Hobgoblin’s level. In addition to being highly amusing, triggering this trap causes 1d4 damage per level of the Hobgoblin when the trap was set (Reflex save for half), as well as one of the following magical effects (roll d10):

  1. No additional effect
  2. Stunned 1d4 rounds
  3. Falls asleep
  4. Laughs uncontrollably 1d4 rounds
  5. Blinded 1d4 rounds
  6. Deafened 1d4 rounds
  7. Catches fire, 1d4 damage per round until extinguished
  8. Knocked prone
  9. Slowed 1d4 rounds
  10. Roll twice, ignore this result if rolled again

Action Dice: A Hobgoblin’s action dice may be used for attacks, spells, or skill checks.

Hobgoblins use the Thief table 1-7 (DCC rulebook page 37) for Attack Bonus, Crit Die/Table, Action Dice, and Saves. They use the Elf table 1-16 (DCC rulebook page 58) for Known Spells and Max Spell Level.

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Hobgoblin

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