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Uncommon Goblin Humanoid

Taller and stronger than their Goblin kin, Hobgoblins are equals in strength and size to humans, with broad shoulders and long, powerful arms.

The reputation of hobgoblins in the Inner Sea region has been upended by Oprak, the hobgoblin nation established recently in the mountains between Nidal and Nirmathas. The Ironfang Legion that stormed through Molthune and Nirmathas only a few years ago made a calculated decision to cease fighting, claim Oprak as a new homeland, and seek peace with its neighbors. Now under strict orders to not start conflicts with other nations, the hobgoblins of Oprak have begun to cautiously investigate Avistan in the spirit of cooperation rather than conquest. Many people, especially those that suffered terrible cruelties under the Ironfang Legion, fear that this is simply a pause in aggression while Oprak gains enough strength to crush its rivals. Others hope these bold soldiers might prove to be allies against the endless hordes of the Whispering Tyrant.

Hit Points: 8
Size: Medium
Speed: 25 feet
Ability Boosts: Constitution, Intelligence, Free
Ability Flaws: Wisdom
Languages: Common, Goblin, Additional languages equal to your Intelligence modifier (if it's positive). Choose from Draconic, Dwarven, Gnoll, Jotun, Halfling, Orcish, and any other languages to which you have access (such as the languages prevalent in your region).
Traits: Uncommon,Goblin,Humanoid
Darkvision: You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.

You might...

  • Seek out the most effective and practical solutions to any problem.
  • Encourage a clear chain of command among any group you travel with, following orders even if you disagree with them.
  • Look for opportune alliances with other creatures, even if you don't fully understand or trust them.

Others probably...

  • Consider you dangerous, due to your reputation and intimidating appearance.
  • Assume you hate magic and other mystical arts.
  • Recognize your incredible endurance, dedication, and discipline.

Physical Description

Hobgoblins stand nearly as tall as humans, though they tend to have shorter legs and longer arms and torsos. They have the bald, wide heads and beady eyes, and gray skin that becomes steely blue when tanned. Hobgoblins are remarkably hardy
they recover from illnesses quickly and are able to exert themselves for long periods of time with little difficulty.
Hobgoblins mature quickly, and most can walk, talk, and hold a weapon by the time they are 1 year old, reaching adolescence by the age of 8 to 12 and adulthood around 14. Hobgoblins typically live up to 70 years of age.


Hobgoblins structure their society after military hierarchies. Even civilian groups such as farming collectives or trading houses organize into regiments, companies, and divisions. Most hobgoblins fixate on social status, and many constantly strive to advance their social position. Hobgoblin punishments are primarily social demotions, although execution or slavery are common for serious crimes, such as arson or desertion.
Hobgoblin veterans hold a high place in their society, usually becoming leaders or advisors. Magic is rarely practiced and often derided, as most hobgoblins don't trust it over the strength of their own sword arms. Their arts tend to have a military bent
many hobgoblins consider stirring marches and weaponsmithing the only artistic endeavors worth pursuing, though Oprak's enforced era of peace is beginning to change this.

Alignment and Religion

Though familiar with the chaos of war, most hobgoblins have orderly minds and prefer to live within established hierarchies. While many hobgoblins consider sentimentality weak, those with mild temperaments have recently found success in diplomacy and international outreach. As a result, hobgoblin adventurers are usually lawful neutral, with only those rejecting or raised outside of their militaristic society chaotic. Faith has little place in hobgoblin society, as many feel it is impractical, though religious hobgoblins can gain a begrudging modicum of acceptance due to their useful healing magic.


Like goblins, hobgoblin names tend to be simple, though hobgoblin names usually sound more guttural and forceful. On rare occasions, hobgoblins will alter their names, keeping the core but adding aspects, usually in response to an extreme trauma or a life-altering event. Hobgoblins have no surnames, considering them both pointless and presumptuous; an individual's merits and demerits are to be earned by their actions, not by an association with a particular lineage.

Sample Names

Aze, Druknar, Ghargam, Hathkren, Imakra, Kralaeng, Mazkol, Olzu, Rezal, Sivkrag, Volmak, Zornum

You select a heritage at 1st level to reflect abilities passed down to you from your ancestors or common among those of your ancestry in the environment where you were born or grew up. You have only one heritage and can’t change it later. A heritage is not the same as a culture or ethnicity, though some cultures or ethnicities might have more or fewer members from a particular heritage.

Elfbane Hobgoblin

Hobgoblins were engineered long ago from the unreliable and fecund goblins, to be used as an army against the elves. Although the elves ultimately freed the hobgoblins from their bondage, some hobgoblins retain ancestral resistance to magic, which they refer to as 'Elf magic.' You gain the Resist Elf Magic reaction.

Resist Elf Magic

Trigger You attempt a saving throw against a magical effect but haven't rolled yet.

Your ancestral resistance to magic protects you. You gain a +1 circumstance bonus to the triggering saving throw. If the triggering effect is arcane, you gain a +2 circumstance bonus instead.

Source Character Guide pg. 49

Source: Character Guide pg. 49

Runtboss Hobgoblin

You come from a long line of hobGoblins who commanded goblins. You are smaller than other hobgoblins, but goblins still listen to any commands you bellow. You gain the Group Coercion skill feat. If you roll a success on an Intimidation check to Coerce a goblin (but not other creatures with the goblin trait), you get a critical success instead; if you roll a critical failure, you get a failure instead.

Source: Character Guide pg. 49

Smokeworker Hobgoblin

Your family have been alchemists, engineers, and scientists for generations, on projects bringing smoke and fire to the field of battle. You gain fire resistance equal to half your level (minimum 1). You automatically succeed at the DC 5 flat check to target a Concealed creature if that creature is concealed only by smoke.

Source: Character Guide pg. 49

Warmarch Hobgoblin

You come from a line of wandering mercenaries, constantly on the march and scavenging food on the trail. If you fail, but not critically fail, to Subsist in the wilderness, you can still keep yourself fed with poor meals. When exploring, you can Hustle twice as long before you have to stop.

Source: Character Guide pg. 49

Warrenbred Hobgoblin

Your ancestors lived underground. Your ears are larger than those of other hobgoblins and sensitive to echoes. When you are underground, you can use the Seek action to sense Undetected creatures within a 30-foot burst instead of a 15-foot burst. In addition, if you roll a success on an Acrobatics check to Squeeze, you get a critical success instead.

Source: Character Guide pg. 49

At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th levels). You select from among the following ancestry feats.

Name Level Prerequisites Benefit
Alchemical Scholar 1
Hobgoblin Lore 1
Hobgoblin Weapon Familiarity 1
Leech-Clipper 1
Remorseless Lash 1
Vigorous Health 1
Agonizing Rebuke 5
Expert Drill Sergeant 5
Formation Training 5 trained in all martial weapons
Hobgoblin Weapon Discipline 5 Hobgoblin Weapon Familiarity
Pride in Arms 9
Formation Master 13 Formation Training
Hobgoblin Weapon Expertise 13 Hobgoblin Weapon Familiarity
Azaersi's Roads 17