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DnD Hobgoblin Guide [Creatures and Playable Race]

I love goblins and I’m always happy to write about them, or any -related races. This is exactly what this DnD Hobgoblin guide will cover.

The classic monsters of high fantasy are Hobgoblins. Since 1974, it has been a mainstay in the Dungeons and Dragons Monster Manual. These creatures are worthy of some guidance on how to defeat them and how to use them to your advantage as a playable race.

These monsters are my favorite way to attack my players. The goblins are often used as support. These guys should not be underestimated by players. You might find yourself in serious trouble if you don’t have the right skills to take on these guys in a group.

This guide will explain what Hobgoblins actually are, how they can be defeated, and how to play them. My guides are written from the perspective of a DM. As a Dungeon Master for many years, I have seen hundreds of Hobgoblins killed and also saved the lives of some foolish adventurers. Let’s now learn more about Hobgoblins.

Statistics and abilities of the Hobgoblin

We will start with the technical aspects of DnD, and then move on to what these monsters have to offer us ability-wise and statually.

  • Armor class – The AC of Hobgoblins is quite good. They can take a few hits due to their shield and chain mail. Their Armor Class of 18 makes them one the most defense-minded monsters you will find in the early game.
  • Hit points – I find their hit points a little weak. They only have 11 hit points so a party of three or four should not have any problems taking down one of them if they are alone.
  • Speed They are average in speed and therefore nothing to be concerned about. You can easily run away with a speed of 30 feet, if you plan well and don’t get slowed by magic (dragon or otherwise), or traps.
  • These stats are quite average. Only the Armor Class is more difficult. If you are able to get a few hits from long range (ranged attack), your Hit Points will make them an easy opponent. They are slow and can’t close the gap fast due to their speed. Hobgoblins are a problem if they have a smart Dungeon master who can read lore. They are rarely alone and often surround themselves by regular goblins or Hobgoblins.
  • ST The Hobgoblins’ strongest stat is strength at 13 (+1). Even though it’s not very high, they can still do decent damage with their actions if they have a low Armor class. A +1 to their STR is also available.
  • DEX — Their next best stat, DEX. They have a 12 (+1). They are more likely to survive attacks, and their 12 (+1) makes them dangerous and agile. This, combined with their high Armor Class is what I consider their strength.
  • CON They have 12 CON (+1) which equals their DEX. It gives them some hit points, but they aren’t enough to be dangerous foes. You can deal serious damage if you can strike them from a long distance.
  • IN They are not exceptional in intelligence, but at 10 it’s not a treat nor a liability.
  • WIS — The same applies for WIS. It is not something you need to be concerned about.
  • CH This is the Hobgoblins main weakness. Their CHA is only 8. They also have a -1 disadvantage.
  • Senses – These DMs have some very cool senses. Their dark vision is 60 feet, which is an excellent and passive perceptual ability. Hobgoblins are great for dungeon masters. They can be found in tunnels and forests at night. Hobgoblins are a great creature for beginning adventurers who don’t expect it. If you want to surprise someone, your DEX stat will help you. It also gives you an advantage in initiating roll.

Actions and Feats

  • Martial Advantage- The Martial Advantage is one of the most deadly weapons that the Hobgoblin owns. This can prove to be very dangerous if you’re alone or in a small group. If a hobgoblin ally is within 5 feet of a creature, it can inflict an additional 7 or 2 dices of six damage to that creature with a weapon attack. Hobgoblins are extremely dangerous when they’re in groups. This ability is available to every Hobgoblin. This means that if you fight against three hobgoblins, they will attack six times instead of just one.
  • The longsword is the first weapon in the arsenal of the Hobgoblin. It can reach 5 feet and has a +3 hit rate. If it uses only one hand, it will hit a 5 or 1d8 + 1. If the hobgoblin uses both its hands, it will hit a 6 and a 1d8 +1.
  • Longbow – If your annoying DM is around, he’ll give every Hobgoblin a lengthybow. Their weakness, being slow and susceptible to long-range damage from their speed, is covered by this. This makes them dangerous snipers due to their keen senses. Longbow attacks have a hit rate of +3 and a range between 150 and 600 feet. It does not do too much damage. They struck 5 or 1d8+1.

Behavior and Appearance of Hobgoblin

Appearance

The Hobgoblin is very similar to its younger brother. They have a different skin color. They can be dark orange or red-orange. Their faces are square and rough, and their eyes are either brown or yellow. Blue or red noses are a common choice for male hobgoblins. It is a symbol of strength and virility. If they can survive the hard life of fighting, their lifespans are about the same as human beings.

Behavior

The Hobgoblin is a warrior who lives for conquest and war. They are not farmers or craftsmen but warriors. They raid other countries to get the resources they need to fight and survive.

They are envious and mean. They will always seek to be stronger and more powerful at all costs. This philosophy is not universal. They become a well-oiled machine when they are fighting in battle. They forget about any differences and become an example of soldiers.

They take only the strongest seriously in their society. Leaders must demonstrate that they can fight and are cunning in battle. You can only climb up in Hobgoblin society by using force. You must also use force to stay on top.

Although they look like brutes they are skilled in making armor and siege weapons, as well as a wide range of weapons (and weapon attacks). Tribal bands are the heart of any hobgoblin society.

Hobgoblins used as a Dungeon Master

Many times, I see new Dungeon Masters using Hobgoblins in a completely wrong way. They portray them as a chaotic, disorganized group that attacks in groups. This is far from the truth. Your makeshift group of adventurers will be far more successful if a Hobgoblin team is involved.

Hobgoblins are hard to surprise. They are often equipped with scouts to ensure they don’t get caught off guard or ambushed. They set traps for their opponents and ensure that the terrain is suitable for them. They are skilled with the bow or the sword and attack at night.

The Hobgoblin is most effective when it is dark. They have the range to strike a target with their longbow. You should attack your players with a few Hobgoblins, and some weaker goblins to support them when the lighting is dim or it is dark. You should ensure they are in a forest setting.

You can play as a Hobgoblin when you go to Dungeons and Dragons.

I don’t think I’ve seen many people play Hobgoblins. They aren’t as glamorous as Elfs or as strong as lizardmen, but they are great fun. They are strong and can be great warriors. They are most appealing when they decide to form a non-human party or if there’s some sort of army backstory or plot.

  • How old should your Hobgoblin be? They age in the same way that humans, so they should be between 16- and 50.
  • Ability scores – Being a fighter and being able to fight well gives them nice increases in their ability scores. They receive a plus one in CON, STR, and INT.
  • Size, speed, and senses – This is something we have already covered. Hobgoblins can run at about 30 feet per hour and have good Darkvision. They can see as clearly in dim light for 60 feet, just like they could in bright light. They can see in darkness as if there were dim light. This means that you can only see gray shades (iron shadow), and not color.
  • You can perform some very cool feats with the hobgoblin. The Dungeon master’s choice will determine which one you choose. No problem if you don’t know the storyline. If you are able to use them properly, I think they’re all more or less equal. Choose the one that you think will be the most enjoyable. You can have all three if your DM permits. It would not be too powerful, but I am confident it wouldn’t be overwhelming.
  • Hobgoblin Martial Training – This allows you to be proficient with light armor and any two weapons of your choice. This one is very useful if you choose a long-range weapon as well as a melee weapon (melee weapons attack). Although the Hobgoblin’s DEX is quite good, you don’t get an ability bonus.
  • Martial adept– This is a very straightforward way to get the benefits and increase your proficiency in combat-related weapons and techniques.
  • Military genius I love this one. Hobgoblins have a lot of intelligence when it comes to fighting. Your vast war knowledge gives you a second chance if you make an error on your attack roll. Your INT modifier is equal to the bonus you receive on your roll. This has a minimum value of 1, and gives you a chance to hit. This bonus can only be used once and you must rest for the next time.

Commonly Asked Questions About Hobgoblins In DnD

Question: Are Hobgoblins honorable?

Answer: A Hobgoblin is an evil, lawful creature. The situation in which they live and how close you are to them will determine if they are honest. If they consider you their enemy and you wage war against them, you will be destroyed.

They will respect you if you are one their allies and fight shoulder to shoulder. They will fight for you and win.

Question: Which languages speak the Hobgoblins?

Answer: Yes, Hobgoblins can often speak the common tongue fluently. They are fluent in goblin languages. Ghukliak, a language spoken by Bugbears and Goblins, is also known as Hobgoblins. Although they can write, their written language is made up of complex pictographic words.

Question: What is Hobgoblin afraid of?

Answer: The Hobgoblin has only one fear. They fear that they won’t be strong enough mentally and physically. Cowardice is one of the most dangerous traits a Hobgoblin could have. Cowardice is not allowed in a society that values honor and fighting. Hobgoblins are afraid of being called cowards or weak. They want to be strong, no matter what rank they hold, whether they are a commander of common foot soldiers.

Conclusion: Hobgoblins make a fun character race and are fun as creatures!

You might be able, if you’re a player and have a campaign where you will play as non-humans in a campaign, to catch your dungeon master offguard by playing as a Hobgoblin.

They are strong and can be taken for a surprise.

The Hobgoblin is a powerful weapon for Dungeon Master Dungeon Masters. If used well, they can be very strong. They are most effective when they have several allies and can ambush their enemies.

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