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An elite version of the hobgoblin with slightly better equipment. They usually lead a pack of hobgoblins into battle.Hobgoblin Guard

Hobgoblin Guard (CR 2)

XP 600
Hobgoblin Warrior 3
LE Medium Humanoid (Goblinoid)
Init +3; Senses Darkvision 60 ft.; Perception +4

DEFENSE

AC 20, touch 12; flat-footed 18 (+6 armor, +2 dex, +2 shield)
hp 36 [45] (3d10+15)
Fort +6, Ref +4, Will +2

OFFENSE

Speed 30 ft. (20 ft. in armor)
Melee Longsword +8 (1d8+6/19-20)
Ranged Composite Longbow +6 (1d8+3/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks Engulfing Winds
Special Abilities Martial Flexibility (4/day), Fighter Techniques (15 Stamina)

STATISTICS

Str 16, Dex 16, Con 16, Int 12, Wis 12, Cha 8
Base Atk +3; CMB +6; CMD 19 (21 vs. trip)
Feats Improved Trip, Toughness, Weapon Focus (Longsword)
Skills Disable Device +10, Handle Animal +5, Knowledge (dungeoneering) +7, Perception +4, Survival +7; Racial Modifiers +4 Craft, +1 Disable Device, +1 Knowledge, +4 Profession
Languages Common, Goblin
SQ Chosen Knowledge (+3), Chosen Weapon +1 (Heavy Blades), Combat Defenses (Disarm), Craftsman, Fighter Talent (Melee Power), Goblin’s Unique Handle on Things, Master Tinker, Silver Tongued
Combat Gear cure potions (1), longsword, composite longbow (+3), quiver (10 arrows), chainmail, heavy wooden shield, 4d10 gil

SPECIAL ABILITIES

Craftsman (Ex)

Hobgoblins are very gifted with their hands when creating machines and other things and gain a +2 racial bonus on all Craft or Profession checks to create objects from metal, wood, cloth or stone.

Engulfing Winds (Su)

3/day, a hobgoblin guard can launch a gust of wind that engulfs their enemy within 30 feet for 4d4 points of wind damage and is inflicted with the Squalled status for 1d4 rounds. The target of this ability must make a Fortitude save (DC 12) to reduce the damage by half and negate the status effect. Blue mages may learn this ability as a 1st level spell (Knowledge: Local DC 17).

Goblin’s Unique Handle on Things (Ex)

Hobgoblins are proficient with both short swords and hand axes.

Master Tinker (Ex)

Whatever you survive makes you a better tinkerer right? Hobgoblins gain a +1 bonus on Disable Device and Knowledge (engineering) checks. Hobgoblins are also treated as proficient with any weapon they have personally crafted.

Silver Tongued (Ex)

Unlike moblins or other races, hobgoblins are very talkative and eager to sell wares and set up trades with everyone and gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can do so up to three steps up rather than just two.