Common Hobgoblin
Common Hobgoblin
Hobgoblin, LE Medium Humanoid (Greenblood)
Simple Monster, XP 100
Level 1 (+1)
"Right after that deadly volley came the first wave of the assault, a platoon of screaming, hooting Hobgoblins. We had just managed to arm ourselves when the first of their ranks crashed their way into our camp."
——Sheryl Razorleaf, Half-Elven Archer
All Hobgoblins are violent and cruel by nature, so it is no surprise that even commoners are skilled fighters. Every Hobgoblins stays armed whenever possible, most favoring a Broad Sword and at least Leather Armor. Unlike with most warlike races, commoners are allowed to join in raiding parties and skirmishes, as even the most inexperienced of their kind is competent enough to swarm the enemy.
Awareness
11
Senses
Darkvision
Initiative
13/1d8
Hitpoints: 12
Healing Value: 2
Resilience: +3
Morale
1
AC
14/16
|
Touch
12
|
Fort
11
|
Reflex
13
|
Will
11
|
Defenses
Resistances: None
Vulnerabilities: None
Attributes / Saving Throws (1 AP)
STR
11 / 13
|
DEX
13 / 15
|
CON
12 / 14
|
INT
8 / 9
|
WIS
9 / 10
|
CHA
10 / 11
|
REC 8
Actions (+3 AP)
Standard Attacks (2 AP)
+4 vs AC
Short Sword Stab
1d8 + 1 (avg 6) Piercing damage
Melee Reach 5ft • One creature
The Hobgoblin stabs forward agressively with its weapon, attempting to skewer its enemy.
+4 vs AC (ArN 2)
Coordinated Strike • Basic
1d8 + 1 (avg 6) Piercing damage
Melee Reach 5ft • One creature
When the Hobgoblin has an ally adjacent to and threatening his target, he may coordinate his attack with them, gaining a +2 bonus to the attack roll.
1d8 + 0 (avg 5) Bludgeoning damage
Grapple +2
Move (1 AP), Double Move (3 AP)
Shift
5 ft
|
Skirmish
30 ft
|
Sprint
50 ft
|
Overland Movement
30 mi/day
Qualities
- Light Foot: +4 racial bonus to Stealth. (inc.)
- Goblin Quickness: +1 racial bonus to Reflex. (inc.)
- Hobgoblin Resilience: Gain a +2 Racial bonus to Resilience. (inc)
- Armor Proficiency:: Hobgoblins are proficient in Rank 3 Armor.
Skills: Balance R1 (+2), Climb R1 (+1), Escape R1 (+1), Jump R1 (+2), Riding R1 (+2), Stealth R2 (+7), Tumble R1 (+2), Listen R1 (+1), Spot R1 (+1), Hunting R2 (+5), Survival R2 (+4), Coercion R1 (+2), Manipulation R2 (+3), Tolerance R1 (+2), Suspicion R1 (+1)
Feats: Fast Initiative
Philosophies: Rank 1 Mental, Rank 2 Physical
Combat Training: None
Wits: +1, Brawn: +4
Equipment: Leather Armor, Short Sword
Charm
-1
|
Coercion
+2
|
Deception
-1
|
Manipulation
+3
|
Persuasion
-1
|
Aloofness
-1
|
Bravery
0
|
Intuition
-1
|
Tolerance
+2
|
Suspicion
+1
|
Social
Composure: 11
Languages: Goblin
Motives: Protect territory, protect tribe
Prejudices: