1) Classic Hobgoblins: these are goblins who have accepted the Giant’s Gift of growth eternal. They quickly attained man size and considerable fecundity. Their skins have darkened, moving to reddish-brown to grey-black while their faces remain bright orange to red. They favor bright, bloody colors and black leather. Since they have accepted the Giant’s Gift they no longer reincarnate, but they are also very hard to kill: unless a coup-de-grace is performed on any Hobgoblin they will heal given enough time (usually a full month or more; this is not combat regeneration). Their community population is 4-24 combatants (not counting the kings court), 150% that in non-combatants and 300% (!) that in youths. The largest Hobgoblin tribes so far are 160 individuals; give them time.
a.
For all goblins their night vision is very
sharp, but no longer suffer from daylight penalties. At human size they no
longer have the Goblin advantages and disadvantages from stature, and they have
forsaken the last of their Unseelie heritage. They do revive from serious
wounds unless deliberately killed, and recover (as per the Cure Wounds act of
faith) in one month of their wounding. They are solely warriors.
b.
Their ‘non-combatants’ are 1 level with a Typical
morale. There aren’t really Hobgoblin non-combatants, just those not big enough
or healed enough to fight at the moment. Given their healing abilities they
practice combat constantly, so much of their force is too wounded to act. Given
a month they convert all of non-combatants to full Hobgoblin warrior stats.
Their youth are as powerful as goblin warriors.
c.
Among their combatants, all are warriors. Level 2
foes (AC 14, HP 7, 6 damage) with a Good morale, Excellent if their King is
still alive. If the Hobgoblin’s attack roll is 1-3, they left themselves open
to an attack, target must save vs. Wands or do 2 damage to the Hobgoblin and
lose their weapon as the creature falls back with it embedded in its body. On
an 18+ their blow will shatter an opponents shield (if they have one) or damage
their non-magical weapon (-1 damage until repaired).
d.
The Hobgoblin King has a ‘court’ of 1d4 bodyguards,
Level 3 (AC 14, HP 11, +2 to hit, they wield huge weapons that can either be
one swing for 9 or a swing and backswing for 6 and 4). They have the same
special abilities as warrior Hogoblins, just with more chances with their extra
attacks.
e.
The Hobgoblin King, like the goblin king, has a
magic sword (but the sword actively hates him for abandoning his Fey Nature and
therefore refuses to activate its special abilities). He is Level 5 (AC 14, HP
23, +3 to hit or +4 with their magic sword, making 3 attacks at 4/4/8 (5/5/9
with their sword) and Excellent morale. They have the same special abilities as
a Warrior, but again, more chances to use it.
f.
Hobgoblins have no pets. Animals shun them, and
will make noise and kick up a fuss if approached.
2)
Bugbears: These are Hobgoblins who have grown in
twisted ways, with their pumpkin heads, dull yellow skin and tannish brown to
brick red fur, expecting their head-fur, which is deep orange. Like Hobgoblins
they have accepted the gift of eternal growth with similar powers, but are even
larger (7’ high) and stronger, even as the rage and brute cunning that comes
with their growth has made them less savvy fighters.
a.
Like hobgoblins they fight equally well in low
light and daylight, and recover from near mortal wounds.
b.
They don’t have non-combatants, or a society.
All are level 3 foes, with cobbled together armor and thick fur giving AC 14,
11 HP, making one attack a round at +2 for 9 damage, Good morale. On a roll of
1-3 they appear to retreat but are just setting up another ambush. They always
carry 2 large weapons and a couple stone hand axes. They can throw their large
weapon for full damage at no penalty, and on a roll of 18+ they do 4 damage to
another target with a thrown axe.
c.
Animals fear them so much they fall silent at
their approach, but the Bugbear itself is so stealthy that it gives a -2 penalty
to opponent surprise rolls.
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