SHARK
First Post
Greetings!
Well, I found my write-up on Hobgoblins in my campaign, and was able to post them here. What do you think of them?
Semper Fidelis,
SHARK
Hobgoblin
Type: Medium Humanoid
Hit Dice: 1d8+3 (23 hp)
Default: Toughness—6+3x3=9=15=15+maximum of 8=23hp.
Initiative: +5
Speed: 30’ ft.
AC: 15 no armour; 18 Studded Leather; 18 Lamellar; 19 Great Armour;
(10+5 DEX=15) or
(10+5 DEX+3 Studded Leather) or
(10+3 DEX+5 Lamellar Armour=18) or
(10+2 DEX+7 Great Armour=19)
Attacks: Khandar +5; Composite Longbow +7/+2; Light Nagamaki +5
Damage: Khandar 1-10+3/Composite Longbow 1-8/Light Nagamaki 1-8+4
Face/Reach: 5’ft by 5’ft/5’ft.
Special Qualities: Darkvision 60’ ft.
Saves: Fort +5/Ref+5/Will +0
Abilities: (Racial Modifiers)
STR +2
DEX +6
CON +4
INT –2
WIS –0
CHA –2
Average Hobgoblin “Dog Soldier”
STR 16 (+3) Assigned stat-roll of 14
DEX 20 (+5) Assigned stat-roll of 14
CON 16 (+3) Assigned stat-roll of 12
INT 10 (+0) Assigned stat-roll of 12
WIS 10 (+0) Assigned stat-roll of 10
CHA 8 (-1) Assigned stat-roll of 10
Skills: Hide +1, Listen +3, Move Silently +3, Spot +3
Racial Bonus of +4 to Move Silently checks
Feats
Alertness
Wrestling
Improved Unarmed Strike
Improved Grapple
Grappling Throw
Side By Side
Team Flanking
Sure Aim
Acrobatic
Athletic
Toughness (6+3x CON bonus)
Skill Focus: +3 to Ride
Exotic Weapon Proficiency: Khandar
Weapon Focus: Khandar
Weapon Focus: Composite Longbow
Weapon Focus: Light Nagamaki
Climate/Terrain: Temperate/Warm Land, Underground
Organization:
Gang (4-9)
Band (10-100, plus 50% non-combatants, 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, 15-30 Worgs in mountainous/forest areas, or 15-30 Hendar in plains, rolling hills; 2-12 Ogres, or 1-6 Trolls, or 1-3 Wang-Liangs.
Challenge Rating: 2
Treasure: Standard
Alignment: Usually Lawful Evil
Advancement: By Character Class
Hendar: Hendar use the Worg stats from the Monster Manual, except for the additional:
Hendar have savage, terrible bites that inflict both burning damage (1d6+4, +1d4 in Acid damage.) from their acidic saliva, as well as a special Poison Attack: DC 14, save or lose 1d6 temporary STR. (See below for further details.)
PHYSIOLOGY
Hobgoblins stand between 6’6”-7’6” in height, weighing 220-320 lbs. Females do not differ significantly in physiology, except for sexual attributes. Hobgoblins have pale green skin, red, black, or copper colored eyes. Their hair is thick, coarse, and uniformly black. Older Hobgoblins can see their hair turn gradually white. Hobgoblins have long, pointed noses, large swept back pointed ears, and distinctly angular jaws. Hobgoblins have large hands, with long fingers, and considerably longer arms that reach to their knees. Hobgoblins have long legs, and agile feet. Hobgoblins are very dexterous, and sure-footed. Hobgoblins commonly have extra joints, and a genetic feature provides them with unusually flexible skeletal frames and bones. Hobgoblins have mouths full of razor sharp teeth, that are always growing, regenerating, and thus replacing themselves, like a Shark’s. Hobgoblins typically have deep voices, with a rich tone, often speaking in smooth, sharp cadence.
Hobgoblins see well, and have darkvision to 60’feet. Hobgoblins are equally comfortable in the deeps of shadowed caverns, as they are on hot, wind-swept plains. Hobgoblins eat virtually anything, but can develop particular palettes, or acquire particular favorite diets. Disease resistant, Hobgoblins can survive on raw meat, but in all cases much prefer their meat to be thoroughly cooked, and preferably spiced and well seasoned. Hobgoblins enjoy a variety of drinks, and vary considerably on favorites.
RELIGION
Hobgoblin religion is very structured, and hierarchical. Hobgoblins have defined doctrines, and well-developed rituals handed down over the centuries. Their particular rituals display some tribal variation, but in any event is always very organized, and detailed. Hobgoblins worship in great sincerity, and are prone to many superstitions. Hobgoblins are highly aware of the spiritual realm, and give curses, omens, and so on serious consideration. Hobgoblins have well-developed priesthoods, with a sophisticated liturgical tradition. Charms, fetishes, and amulets are ubiquitous.
Hobgoblins often build elaborate temples to their deities, and offer human sacrifices as desired. They believe that Hobgoblins, as a race, are blessed by the gods. Having said that, there is some variation in Hobgoblin religious beliefs. Some Hobgoblin tribes worship a pantheon of Hobgoblin deities, while other tribes passionately insist on a monotheism that centers on the Dark God, Zharnogg.
PSYCHOLOGY
Hobgoblin psychology is one of absolute racial and cultural pride. Hobgoblins don’t merely love war and militaristic organization, though they do. Hobgoblins have a passionate philosophy that declares that all of creation needs to be well-ordered, and disciplined. The universe depends on Order, and Laws, and an unyielding demand for self-discipline. Laziness and whining are deemed unworthy, and signs of deep character flaws. Hobgoblins would never want to be thought of as not doing their part, or performing their duties. Hobgoblins take even the more trivial tasks quite seriously. It’s not that Hobgoblins are necessarily dour, and humorless, but that they are very conscientious of being part of the team. Hobgoblins have ancient codes of honor, both for the family, the clan, and the individual. Hobgoblins have low opinions of any creature that they view as weak. Hobgoblins feel a deep sense of love and responsibility for their spouses, children, and family. Hobgoblins have a very directed sense of empathy though. For races that are enemies, or those races that Hobgoblins have contempt for, there is ruthlessness and little concern for mercy, or pity. Hobgoblins value hard work, and cooperation. Obedience and honoring of ancient customs and traditions is very important.
SOCIETY
Hobgoblins have tribal societies, but some have organized themselves into sophisticated kingdoms, and empires. Hobgoblins believe in the divine right of kings, and Hobgoblin kings are masters of all things. They are seen as anointed by the gods, or god, and are thus beyond reproach. It is not merely a political or tribal duty to be loyal to the Hobgoblin King, but a religious and spiritual duty as well.
Hobgoblins believe in slavery, and employ many different races as slaves. Hobgoblins may have monogamous marriages, as in one wife, or they may also take multiple wives. However, even when taking multiple wives, it must be done according to ancient tribal laws. Even with multiple wives, who are ranked according to seniority and favor, there is loyalty. The Hobgoblin husband would be shamed to be involved or have relationships with any female that he wasn’t married to. Children are raised from their earliest years to work with weapons, and to be agile and athletic.
Hobgoblin society is characteristically egalitarian, with honors and rights being accorded by merit. There are a few political and religious positions that are gender based. Tribal leadership is reserved for males. However, in governing and advisory councils, females can participate equally. In addition, the various professions and crafts throughout society are equally available. By ability and inclination, there are comparatively fewer females that serve in a military capacity. However, should the need arise to defend the community, all able Hobgoblins would be mobilized. In other circumstances, should individual female Hobgoblins prove themselves, they are admitted into the ranks of warbands and assault platoons. In some instances, individual female Hobgoblins can prove to be quite formidable in physical combat.
The older Hobgoblins are allowed to retire as they age, working about the community as ability allows. The Hobgoblins believe that it is their duty to care for the elder members of their community when they have become aged or ill, particularly when they have served the community with loyalty throughout their lives. Thus, out of honor and respect, older Hobgoblins gradually retire with grace. Some reluctance is often felt though, as all Hobgoblins seek to be in the thick of things, whether fighting, or working. To relent to the demands of age or illness is thus difficult for many Hobgoblins to be content with. Still, they can look forward to different activities within the community.
Hobgoblins usually build a standard large circular home that is domed, and typically two stories high, and approximately sixty feet in diameter. They include, where practical, a complete cellar as well. There are wooden partitions that are moved about in the bottom floor as needed to form rooms, or to be cleared away for a large open space for celebrations or family gatherings. The upper floor is more permanently established, with the master bedroom and suites for the parents, and grandparents, and so on. Children are accorded their own chambers upon adulthood, if still living at home. Until then, sharing rooms with siblings is commonplace. Adult couples share rooms, and should a Hobgoblin male have multiple wives, they are accorded individual rooms as can be afforded. When necessary or desired, Hobgoblins can make an additional circular house, and attach it through one side of a wall, thus forming two circular houses that intersect at a stable point. Especially wealthy Hobgoblins may have a complex of three or four such circular houses, all inter-connected. Windows that are carefully shuttered with wooden slats and strong, decoratively carved stairways are added where desired. Doors are usually of reinforced wood, and furniture is highly valued. Finely carved armoires, cabinets, and richly inlaid tables are all highly desired and sought after. Characteristically, though, many Hobgoblins sit upon furs and cushions, laid out upon the floor, as opposed to chairs. Ornately carved chairs are reserved for the elderly, or for formal or special occasions. Otherwise, sitting upon the floor in repose with furs, pillows, and low-set lamps are the norm.
Hobgoblins take great pride in all of their workmanship, in whatever craft that they have talent in. Many families pursue crafts from generation to generation. Thievery and other common criminal activities are dealt with by restitutional systems adjudicated by various councils of elders and often presided over by a chieftain, priests, or the king. Serious offenses are usually dealt with by swift and harsh execution, with occasional offenses meriting exile. Hobgoblins are capable of honoring trade agreements and even sophisticated political and military alliances with different races and kingdoms, should the other party prove their sincerity, and the Hobgoblins have a degree of respect for them. In all cases, Hobgoblins have a passionate hatred of elves, and often dwarves. Some other races, like humans, giants, orcs, and others, though, can often have various levels of relationships with Hobgoblins.
Hobgoblins originally are nomadic in culture, where they traveled seasonally with herds of animals from one area to another, using resources as the season allowed. Other tribes of Hobgoblins, however, have settled into more permanent settlement patterns, building fortified city-states, rural communities, and even cities. In whatever environment, however, Hobgoblins remain a martial, war-like society. Armaments and sophisticated defenses of artillery, walls, towers, ditches, and other traps and fortifications will be developed as the resources and skills permit. A strong, responsive, and in-depth fortified zone is the standard throughout these types of Hobgoblin settlements.
Hobgoblin military forces are highly disciplined, and well-trained. They are usually very well equipped, with the best in armaments highly desired. Hobgoblins usually deploy and equip their forces as follows:
Light Infantry: These forces are usually the youngest, least combat-trained Hobgoblins. They are typically deployed as skirmishers, and scouts. They are armoured in Studded Leather, and have two daggers, a flail or light mace, and a sling-quiver of six javelins.
“Dog Soldiers”: These are the anvil on which the Hobgoblin war machine destroys its enemies. These soldiers are equipped as follows:
Lamellar armour; Khandar, two daggers, Light Nagimaki, and Composite Longbow, with quivers of 60 arrows. “Dog Soldiers” are, unless underground, 75% mounted.
“Dragon Knights”: These ferocious warriors are the “Hammer” of the Hobgoblin war-machine. They are expertly trained, and conditioned to be at the peak of combat condition. They often imbibe strange magical elixirs or inhale bizarre incense prepared by a select society of female priestesses. These ferocious warriors also sport mystical tattoos, and proudly display heraldic banners which detail their family’s accomplishments and history in symbolic and runic form. The courageous knights form a brotherhood and elite warrior-society. They are equipped as follows:
Great Armour; Master Work Khandar; Master Work Composite Longbows; quivers of 60 arrows; Master Work Light Nagamaki; Master Work matching set of two daggers; Master Work “Dragon-Tongue” Rod. (This special item is a beautifully crafted rod of white steel; it is carefully inscribed with personalized heraldic symbols, often handed down from father to son; it is delicately inlaid with the best jade, and edged in silver. The pommel is carved into the likeness of a “Dragon Head”—that of the mount, that which is a Megaraptor. The Megaraptor head has eyes of emeralds, and is fiercely depicted. This rod acts in all ways as a Master Work Light Mace. This rod is carefully enchanted, though. With a command in Ancient Hobgoblin, an older form of the language of the conquering Hobgoblins, from the tip, a flexible metallic “tongue”—a whip—stretches forth to lash and strike. This whip has none of the standard penalties of the whip, and also strikes as if it were magical, for purposes of striking such creatures. Upon uttering a command in Ancient Hobgoblin, the “Tongue” retracts into the rod. There have been instances where these items have been heavily enchanted and fortified with might. Many, though, operate as described.) Unless the terrain prohibits such, all “Dragon Knights” are thus mounted.
Animal Notes:
Megaraptors:
These Huge Dinosaurs relatives to the Deinonychus, stand approximately 10-12’ feet tall, and are 25’ feet long. Much of their length is due to a strong, muscular tail that whips about, providing excellent balance so that the creature can remain constantly upright, running on two large, powerful legs. Two smaller clawed arms stretch from the upper portion of the body, and a large head filled with razor sharp teeth forms the deadly part of the creature. The Megaraptor’s hind legs can also be used in lethal rake attacks, either from standing, charging, or leaping. The Megaraptor is quite intelligent, and capable of cunning tactics and ferocious hunting skills. The Megaraptor weighs approximately 2,000 lbs, and continues to slowly grow throughout its life. The Megaraptor comes in many different tropical colors, like bright green, orange, yellow, or red, along its back and flanks, with a much lighter shade of the same colour pattern on its underside. The upper part of the body then has darker, black stripes or spots in further unusual decoration. The Hobgoblins maintain herds of these creatures as ferocious mounts for their elite units of “Dragon Knights.”
Rhathenars:
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Rhathenars are the standard mount for Hobgoblin tribes. Rhathenars are a strange creature, seemingly some kind of bizarre blend of horse and carnivorous dinosaur. These creatures have a horse-like body, with four legs, a medium-length, flexible neck, and oblong head. They have a hairless body, with a three and a half foot long flexible neck. Their tails are about two feet long, and reptilian. They have a bristly mane of stiff, black hair that extends from the base of the skull, down the back of the neck, to the base of the neck joining to the body. The head is roughly three and a half feet long, and sports a mouth of strong, sharp teeth. The creature has a tubular-like snout, and large eyes. The creature has three-toed feet, and muscular legs. The creature can be found in several colors, from black, white, grey, and a yellow. Rhathenars weigh roughly 1800-2400 lbs, and are six feet at the shoulder, and 9-12 feet long, not counting the tail. Rhathenars can easily carry up to 300 lbs as a Light Load; 301-600 lbs as a Medium Load; and 601-900 lbs as a Heavy Load. The Rhathenar can drag 4500 lbs.
Type: Large Animal
Hit Dice: 8d8+32 hp (68 hp)
Initiative: +1 DEX
Speed: 50’ feet
AC: 15 (-1 Size, +1 DEX, +5 natural)
Attacks: Bite +8 melee
Damage: 2d8+4
Face/Reach: 5’ft by 10’ft/5’ft.
Special Attacks: Ferocity (EX) (The Rhathenar is so stubborn and ferocious in combat that it continues to fight without penalty even while disabled or dying. See page 129 in the Player’s Handbook.)
Special Qualities: Scent
Saves: Fort +10/ Ref +7/Will +3
Abilities:
STR 27
DEX 13
CON 19
INT 2
WIS 12
CHA 6
Skills: Hide +3; Listen +6; Spot +6
Climate/Terrain: Warm Forest and Plains
Organization: Solitary or Herd (6-30)
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: 9-12 HD (Large)
Hendar:
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The Hendar are a strange blend of dog and dinosaur. Where or how these creatures, like the Rhathenar, come from, or came to be, is unknown. Some believe that they must have originated in more temperate forest/plains regions, as that seems to be where they are encountered the most. Others believe that the creatures are unnatural mutations of Chaos. Certain knowledge seems to be elusive. These creatures are hairless, and appear in various shades of yellow in color. They have softer, more egg-shell coloration on their undersides, and dark green stripes on the upper portion of the body. Hendar have broad mouths, and are ferocious creatures. Though omnivorous, the Hendar prefer freshly killed meat. These creatures weigh about 400 lbs, and are very strong. Picture a huge wolf-like body, colored as detailed, but with skin more like an armadillo. Then, a head like a Dimetrodon’s, but with more pointed ears, and of course, four muscular, agile legs.
Hendar use the Worg stats from the Monster Manual, except for the additional:
Hendar have savage, terrible bites that inflict both burning damage (1d6+4, +1d4 in Acid damage.) from their acidic saliva, as well as a special Poison Attack: DC 14, save or lose 1d6 temporary STR.
Military Notes:
Khandar: The Hobgoblins have developed a version of the Khandar sword, so as to behave in all respects like a Bastard Sword, but have the look of a Katana, somewhat heavier, with a slightly increased overall curve to the blade. (Originally, Khandars are a type of sword designed in India.)Thus:
Cost: 400 gp
Type: Slashing
Weight: 10 lbs
Critical: 19-20, x2 damage
Damage: 1-10
Light Nagamaki: The Light Nagamaki appears more or less like that pictured in Oriental Adventures, except is lightened effectively by superior craftsmanship. The Light Nagamaki has the following stats:
Cost: 12 gp
Type: Slashing
Weight: 10 lbs.
Critical: 20, x3 damage
Damage: 1-8
Lamellar Armour: The Hobgoblins are skilled in making armour, and these suits that equip the forces of the Hobgoblin kingdom are carefully designed, and are often brightly decorated.
Great Armour: These powerful suits of armour are worked on and produced by master craftsmen. Many suits are hereditary, and are often inscribed with family mottos, or tied with specially blessed amulets or charms of animal teeth, animal claws, often jeweled and worked into a bracelet, necklace, or small chain.
Hobgoblins practice a wide range of tactics, and work to improve their skills in war on a regular basis, seeking to take advantage of any effective or unusual tactics encountered by enemies. In this manner, as well as the Hobgoblins unflinching cultivation of the arts of war, they remain a powerful culture, and one that represents a powerful, and enduring challenge to other kingdoms and empires of the continent.
HOBGOBLIN ADVENTURERS
Hobgoblin adventurers may be exiles, seeking something different from the martial drive for constant conquest that inspires the Hobgoblins, or perhaps they were exiled as a criminal, or because they have an incompatible alignment, and there was constant friction, but not enough to justify executing the Hobgoblin in question. Or perhaps the Hobgoblin or group, are the zealous and proud scout force, explorers, or elite strike team hunting on a mission. Or, they can sometimes be small groups of Hobgoblins sent out to seek trade and cultural exploration. In all such cases, Hobgoblins favor the Fighter Class, while Rogues, Clerics, Bards, and Experts are also to be found. Uncommonly, Hobgoblin Wizards can be found.
Well, I found my write-up on Hobgoblins in my campaign, and was able to post them here. What do you think of them?

Semper Fidelis,
SHARK
Hobgoblin
Type: Medium Humanoid
Hit Dice: 1d8+3 (23 hp)
Default: Toughness—6+3x3=9=15=15+maximum of 8=23hp.
Initiative: +5
Speed: 30’ ft.
AC: 15 no armour; 18 Studded Leather; 18 Lamellar; 19 Great Armour;
(10+5 DEX=15) or
(10+5 DEX+3 Studded Leather) or
(10+3 DEX+5 Lamellar Armour=18) or
(10+2 DEX+7 Great Armour=19)
Attacks: Khandar +5; Composite Longbow +7/+2; Light Nagamaki +5
Damage: Khandar 1-10+3/Composite Longbow 1-8/Light Nagamaki 1-8+4
Face/Reach: 5’ft by 5’ft/5’ft.
Special Qualities: Darkvision 60’ ft.
Saves: Fort +5/Ref+5/Will +0
Abilities: (Racial Modifiers)
STR +2
DEX +6
CON +4
INT –2
WIS –0
CHA –2
Average Hobgoblin “Dog Soldier”
STR 16 (+3) Assigned stat-roll of 14
DEX 20 (+5) Assigned stat-roll of 14
CON 16 (+3) Assigned stat-roll of 12
INT 10 (+0) Assigned stat-roll of 12
WIS 10 (+0) Assigned stat-roll of 10
CHA 8 (-1) Assigned stat-roll of 10
Skills: Hide +1, Listen +3, Move Silently +3, Spot +3
Racial Bonus of +4 to Move Silently checks
Feats
Alertness
Wrestling
Improved Unarmed Strike
Improved Grapple
Grappling Throw
Side By Side
Team Flanking
Sure Aim
Acrobatic
Athletic
Toughness (6+3x CON bonus)
Skill Focus: +3 to Ride
Exotic Weapon Proficiency: Khandar
Weapon Focus: Khandar
Weapon Focus: Composite Longbow
Weapon Focus: Light Nagamaki
Climate/Terrain: Temperate/Warm Land, Underground
Organization:
Gang (4-9)
Band (10-100, plus 50% non-combatants, 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, 15-30 Worgs in mountainous/forest areas, or 15-30 Hendar in plains, rolling hills; 2-12 Ogres, or 1-6 Trolls, or 1-3 Wang-Liangs.
Challenge Rating: 2
Treasure: Standard
Alignment: Usually Lawful Evil
Advancement: By Character Class
Hendar: Hendar use the Worg stats from the Monster Manual, except for the additional:
Hendar have savage, terrible bites that inflict both burning damage (1d6+4, +1d4 in Acid damage.) from their acidic saliva, as well as a special Poison Attack: DC 14, save or lose 1d6 temporary STR. (See below for further details.)
PHYSIOLOGY
Hobgoblins stand between 6’6”-7’6” in height, weighing 220-320 lbs. Females do not differ significantly in physiology, except for sexual attributes. Hobgoblins have pale green skin, red, black, or copper colored eyes. Their hair is thick, coarse, and uniformly black. Older Hobgoblins can see their hair turn gradually white. Hobgoblins have long, pointed noses, large swept back pointed ears, and distinctly angular jaws. Hobgoblins have large hands, with long fingers, and considerably longer arms that reach to their knees. Hobgoblins have long legs, and agile feet. Hobgoblins are very dexterous, and sure-footed. Hobgoblins commonly have extra joints, and a genetic feature provides them with unusually flexible skeletal frames and bones. Hobgoblins have mouths full of razor sharp teeth, that are always growing, regenerating, and thus replacing themselves, like a Shark’s. Hobgoblins typically have deep voices, with a rich tone, often speaking in smooth, sharp cadence.
Hobgoblins see well, and have darkvision to 60’feet. Hobgoblins are equally comfortable in the deeps of shadowed caverns, as they are on hot, wind-swept plains. Hobgoblins eat virtually anything, but can develop particular palettes, or acquire particular favorite diets. Disease resistant, Hobgoblins can survive on raw meat, but in all cases much prefer their meat to be thoroughly cooked, and preferably spiced and well seasoned. Hobgoblins enjoy a variety of drinks, and vary considerably on favorites.
RELIGION
Hobgoblin religion is very structured, and hierarchical. Hobgoblins have defined doctrines, and well-developed rituals handed down over the centuries. Their particular rituals display some tribal variation, but in any event is always very organized, and detailed. Hobgoblins worship in great sincerity, and are prone to many superstitions. Hobgoblins are highly aware of the spiritual realm, and give curses, omens, and so on serious consideration. Hobgoblins have well-developed priesthoods, with a sophisticated liturgical tradition. Charms, fetishes, and amulets are ubiquitous.
Hobgoblins often build elaborate temples to their deities, and offer human sacrifices as desired. They believe that Hobgoblins, as a race, are blessed by the gods. Having said that, there is some variation in Hobgoblin religious beliefs. Some Hobgoblin tribes worship a pantheon of Hobgoblin deities, while other tribes passionately insist on a monotheism that centers on the Dark God, Zharnogg.
PSYCHOLOGY
Hobgoblin psychology is one of absolute racial and cultural pride. Hobgoblins don’t merely love war and militaristic organization, though they do. Hobgoblins have a passionate philosophy that declares that all of creation needs to be well-ordered, and disciplined. The universe depends on Order, and Laws, and an unyielding demand for self-discipline. Laziness and whining are deemed unworthy, and signs of deep character flaws. Hobgoblins would never want to be thought of as not doing their part, or performing their duties. Hobgoblins take even the more trivial tasks quite seriously. It’s not that Hobgoblins are necessarily dour, and humorless, but that they are very conscientious of being part of the team. Hobgoblins have ancient codes of honor, both for the family, the clan, and the individual. Hobgoblins have low opinions of any creature that they view as weak. Hobgoblins feel a deep sense of love and responsibility for their spouses, children, and family. Hobgoblins have a very directed sense of empathy though. For races that are enemies, or those races that Hobgoblins have contempt for, there is ruthlessness and little concern for mercy, or pity. Hobgoblins value hard work, and cooperation. Obedience and honoring of ancient customs and traditions is very important.
SOCIETY
Hobgoblins have tribal societies, but some have organized themselves into sophisticated kingdoms, and empires. Hobgoblins believe in the divine right of kings, and Hobgoblin kings are masters of all things. They are seen as anointed by the gods, or god, and are thus beyond reproach. It is not merely a political or tribal duty to be loyal to the Hobgoblin King, but a religious and spiritual duty as well.
Hobgoblins believe in slavery, and employ many different races as slaves. Hobgoblins may have monogamous marriages, as in one wife, or they may also take multiple wives. However, even when taking multiple wives, it must be done according to ancient tribal laws. Even with multiple wives, who are ranked according to seniority and favor, there is loyalty. The Hobgoblin husband would be shamed to be involved or have relationships with any female that he wasn’t married to. Children are raised from their earliest years to work with weapons, and to be agile and athletic.
Hobgoblin society is characteristically egalitarian, with honors and rights being accorded by merit. There are a few political and religious positions that are gender based. Tribal leadership is reserved for males. However, in governing and advisory councils, females can participate equally. In addition, the various professions and crafts throughout society are equally available. By ability and inclination, there are comparatively fewer females that serve in a military capacity. However, should the need arise to defend the community, all able Hobgoblins would be mobilized. In other circumstances, should individual female Hobgoblins prove themselves, they are admitted into the ranks of warbands and assault platoons. In some instances, individual female Hobgoblins can prove to be quite formidable in physical combat.
The older Hobgoblins are allowed to retire as they age, working about the community as ability allows. The Hobgoblins believe that it is their duty to care for the elder members of their community when they have become aged or ill, particularly when they have served the community with loyalty throughout their lives. Thus, out of honor and respect, older Hobgoblins gradually retire with grace. Some reluctance is often felt though, as all Hobgoblins seek to be in the thick of things, whether fighting, or working. To relent to the demands of age or illness is thus difficult for many Hobgoblins to be content with. Still, they can look forward to different activities within the community.
Hobgoblins usually build a standard large circular home that is domed, and typically two stories high, and approximately sixty feet in diameter. They include, where practical, a complete cellar as well. There are wooden partitions that are moved about in the bottom floor as needed to form rooms, or to be cleared away for a large open space for celebrations or family gatherings. The upper floor is more permanently established, with the master bedroom and suites for the parents, and grandparents, and so on. Children are accorded their own chambers upon adulthood, if still living at home. Until then, sharing rooms with siblings is commonplace. Adult couples share rooms, and should a Hobgoblin male have multiple wives, they are accorded individual rooms as can be afforded. When necessary or desired, Hobgoblins can make an additional circular house, and attach it through one side of a wall, thus forming two circular houses that intersect at a stable point. Especially wealthy Hobgoblins may have a complex of three or four such circular houses, all inter-connected. Windows that are carefully shuttered with wooden slats and strong, decoratively carved stairways are added where desired. Doors are usually of reinforced wood, and furniture is highly valued. Finely carved armoires, cabinets, and richly inlaid tables are all highly desired and sought after. Characteristically, though, many Hobgoblins sit upon furs and cushions, laid out upon the floor, as opposed to chairs. Ornately carved chairs are reserved for the elderly, or for formal or special occasions. Otherwise, sitting upon the floor in repose with furs, pillows, and low-set lamps are the norm.
Hobgoblins take great pride in all of their workmanship, in whatever craft that they have talent in. Many families pursue crafts from generation to generation. Thievery and other common criminal activities are dealt with by restitutional systems adjudicated by various councils of elders and often presided over by a chieftain, priests, or the king. Serious offenses are usually dealt with by swift and harsh execution, with occasional offenses meriting exile. Hobgoblins are capable of honoring trade agreements and even sophisticated political and military alliances with different races and kingdoms, should the other party prove their sincerity, and the Hobgoblins have a degree of respect for them. In all cases, Hobgoblins have a passionate hatred of elves, and often dwarves. Some other races, like humans, giants, orcs, and others, though, can often have various levels of relationships with Hobgoblins.
Hobgoblins originally are nomadic in culture, where they traveled seasonally with herds of animals from one area to another, using resources as the season allowed. Other tribes of Hobgoblins, however, have settled into more permanent settlement patterns, building fortified city-states, rural communities, and even cities. In whatever environment, however, Hobgoblins remain a martial, war-like society. Armaments and sophisticated defenses of artillery, walls, towers, ditches, and other traps and fortifications will be developed as the resources and skills permit. A strong, responsive, and in-depth fortified zone is the standard throughout these types of Hobgoblin settlements.
Hobgoblin military forces are highly disciplined, and well-trained. They are usually very well equipped, with the best in armaments highly desired. Hobgoblins usually deploy and equip their forces as follows:
Light Infantry: These forces are usually the youngest, least combat-trained Hobgoblins. They are typically deployed as skirmishers, and scouts. They are armoured in Studded Leather, and have two daggers, a flail or light mace, and a sling-quiver of six javelins.
“Dog Soldiers”: These are the anvil on which the Hobgoblin war machine destroys its enemies. These soldiers are equipped as follows:
Lamellar armour; Khandar, two daggers, Light Nagimaki, and Composite Longbow, with quivers of 60 arrows. “Dog Soldiers” are, unless underground, 75% mounted.
“Dragon Knights”: These ferocious warriors are the “Hammer” of the Hobgoblin war-machine. They are expertly trained, and conditioned to be at the peak of combat condition. They often imbibe strange magical elixirs or inhale bizarre incense prepared by a select society of female priestesses. These ferocious warriors also sport mystical tattoos, and proudly display heraldic banners which detail their family’s accomplishments and history in symbolic and runic form. The courageous knights form a brotherhood and elite warrior-society. They are equipped as follows:
Great Armour; Master Work Khandar; Master Work Composite Longbows; quivers of 60 arrows; Master Work Light Nagamaki; Master Work matching set of two daggers; Master Work “Dragon-Tongue” Rod. (This special item is a beautifully crafted rod of white steel; it is carefully inscribed with personalized heraldic symbols, often handed down from father to son; it is delicately inlaid with the best jade, and edged in silver. The pommel is carved into the likeness of a “Dragon Head”—that of the mount, that which is a Megaraptor. The Megaraptor head has eyes of emeralds, and is fiercely depicted. This rod acts in all ways as a Master Work Light Mace. This rod is carefully enchanted, though. With a command in Ancient Hobgoblin, an older form of the language of the conquering Hobgoblins, from the tip, a flexible metallic “tongue”—a whip—stretches forth to lash and strike. This whip has none of the standard penalties of the whip, and also strikes as if it were magical, for purposes of striking such creatures. Upon uttering a command in Ancient Hobgoblin, the “Tongue” retracts into the rod. There have been instances where these items have been heavily enchanted and fortified with might. Many, though, operate as described.) Unless the terrain prohibits such, all “Dragon Knights” are thus mounted.
Animal Notes:
Megaraptors:
These Huge Dinosaurs relatives to the Deinonychus, stand approximately 10-12’ feet tall, and are 25’ feet long. Much of their length is due to a strong, muscular tail that whips about, providing excellent balance so that the creature can remain constantly upright, running on two large, powerful legs. Two smaller clawed arms stretch from the upper portion of the body, and a large head filled with razor sharp teeth forms the deadly part of the creature. The Megaraptor’s hind legs can also be used in lethal rake attacks, either from standing, charging, or leaping. The Megaraptor is quite intelligent, and capable of cunning tactics and ferocious hunting skills. The Megaraptor weighs approximately 2,000 lbs, and continues to slowly grow throughout its life. The Megaraptor comes in many different tropical colors, like bright green, orange, yellow, or red, along its back and flanks, with a much lighter shade of the same colour pattern on its underside. The upper part of the body then has darker, black stripes or spots in further unusual decoration. The Hobgoblins maintain herds of these creatures as ferocious mounts for their elite units of “Dragon Knights.”
Rhathenars:
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Rhathenars are the standard mount for Hobgoblin tribes. Rhathenars are a strange creature, seemingly some kind of bizarre blend of horse and carnivorous dinosaur. These creatures have a horse-like body, with four legs, a medium-length, flexible neck, and oblong head. They have a hairless body, with a three and a half foot long flexible neck. Their tails are about two feet long, and reptilian. They have a bristly mane of stiff, black hair that extends from the base of the skull, down the back of the neck, to the base of the neck joining to the body. The head is roughly three and a half feet long, and sports a mouth of strong, sharp teeth. The creature has a tubular-like snout, and large eyes. The creature has three-toed feet, and muscular legs. The creature can be found in several colors, from black, white, grey, and a yellow. Rhathenars weigh roughly 1800-2400 lbs, and are six feet at the shoulder, and 9-12 feet long, not counting the tail. Rhathenars can easily carry up to 300 lbs as a Light Load; 301-600 lbs as a Medium Load; and 601-900 lbs as a Heavy Load. The Rhathenar can drag 4500 lbs.
Type: Large Animal
Hit Dice: 8d8+32 hp (68 hp)
Initiative: +1 DEX
Speed: 50’ feet
AC: 15 (-1 Size, +1 DEX, +5 natural)
Attacks: Bite +8 melee
Damage: 2d8+4
Face/Reach: 5’ft by 10’ft/5’ft.
Special Attacks: Ferocity (EX) (The Rhathenar is so stubborn and ferocious in combat that it continues to fight without penalty even while disabled or dying. See page 129 in the Player’s Handbook.)
Special Qualities: Scent
Saves: Fort +10/ Ref +7/Will +3
Abilities:
STR 27
DEX 13
CON 19
INT 2
WIS 12
CHA 6
Skills: Hide +3; Listen +6; Spot +6
Climate/Terrain: Warm Forest and Plains
Organization: Solitary or Herd (6-30)
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement: 9-12 HD (Large)
Hendar:
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The Hendar are a strange blend of dog and dinosaur. Where or how these creatures, like the Rhathenar, come from, or came to be, is unknown. Some believe that they must have originated in more temperate forest/plains regions, as that seems to be where they are encountered the most. Others believe that the creatures are unnatural mutations of Chaos. Certain knowledge seems to be elusive. These creatures are hairless, and appear in various shades of yellow in color. They have softer, more egg-shell coloration on their undersides, and dark green stripes on the upper portion of the body. Hendar have broad mouths, and are ferocious creatures. Though omnivorous, the Hendar prefer freshly killed meat. These creatures weigh about 400 lbs, and are very strong. Picture a huge wolf-like body, colored as detailed, but with skin more like an armadillo. Then, a head like a Dimetrodon’s, but with more pointed ears, and of course, four muscular, agile legs.
Hendar use the Worg stats from the Monster Manual, except for the additional:
Hendar have savage, terrible bites that inflict both burning damage (1d6+4, +1d4 in Acid damage.) from their acidic saliva, as well as a special Poison Attack: DC 14, save or lose 1d6 temporary STR.
Military Notes:
Khandar: The Hobgoblins have developed a version of the Khandar sword, so as to behave in all respects like a Bastard Sword, but have the look of a Katana, somewhat heavier, with a slightly increased overall curve to the blade. (Originally, Khandars are a type of sword designed in India.)Thus:
Cost: 400 gp
Type: Slashing
Weight: 10 lbs
Critical: 19-20, x2 damage
Damage: 1-10
Light Nagamaki: The Light Nagamaki appears more or less like that pictured in Oriental Adventures, except is lightened effectively by superior craftsmanship. The Light Nagamaki has the following stats:
Cost: 12 gp
Type: Slashing
Weight: 10 lbs.
Critical: 20, x3 damage
Damage: 1-8
Lamellar Armour: The Hobgoblins are skilled in making armour, and these suits that equip the forces of the Hobgoblin kingdom are carefully designed, and are often brightly decorated.
Great Armour: These powerful suits of armour are worked on and produced by master craftsmen. Many suits are hereditary, and are often inscribed with family mottos, or tied with specially blessed amulets or charms of animal teeth, animal claws, often jeweled and worked into a bracelet, necklace, or small chain.
Hobgoblins practice a wide range of tactics, and work to improve their skills in war on a regular basis, seeking to take advantage of any effective or unusual tactics encountered by enemies. In this manner, as well as the Hobgoblins unflinching cultivation of the arts of war, they remain a powerful culture, and one that represents a powerful, and enduring challenge to other kingdoms and empires of the continent.
HOBGOBLIN ADVENTURERS
Hobgoblin adventurers may be exiles, seeking something different from the martial drive for constant conquest that inspires the Hobgoblins, or perhaps they were exiled as a criminal, or because they have an incompatible alignment, and there was constant friction, but not enough to justify executing the Hobgoblin in question. Or perhaps the Hobgoblin or group, are the zealous and proud scout force, explorers, or elite strike team hunting on a mission. Or, they can sometimes be small groups of Hobgoblins sent out to seek trade and cultural exploration. In all such cases, Hobgoblins favor the Fighter Class, while Rogues, Clerics, Bards, and Experts are also to be found. Uncommonly, Hobgoblin Wizards can be found.