BX Monsters A to Z: Hobgoblin
Well, it's been a few seconds since I last felt inspired to write and post here, but here I am again. An A to Z Monster post feels like a good way to ease back into the flow. We come now to another perennial staple of low-level play: the hobgoblin.
Hobgoblins are described as bigger and meaner relatives of goblins, presumably with a similar appearance (e.g. chalky tan to livid grey complexion, red eyes, etc.) though that is not explicitly stated. Though they live underground, they are able to function in full daylight without penalty, unlike goblins.
Mechanically, hobgoblins are exactly what it says on the tin. Their AC of 6 is equal to a goblin, while their 1+1 HD give them an extra couple of hp on average. They are slightly faster at 90' (30') (compared to 60' (20') for goblins), and a bit braver with a Morale score of 8 (vs. the goblin's 7). Their damage is listed as "1-8 or by weapon," so it's implied that they wield swords or perhaps battle axes instead of the spears, short swords, or hand axes we can infer from the goblin's "1-6 or by weapon."
A typical dungeon encounter is with 1-6 hobgoblins, with a dungeon lair numbering 4-24, and a wilderness lair or settlement tallying up to five times that, or 20-120 individuals. Much of the description text details the hobgoblin king, a 5 HD monster with 22 hp who gains +2 to damage and improves the morale of hobgoblins under his command by +2 as long as he still lives. He will have 1-4 bodyguards who function as 4 HD monsters and have 3-18 hp. A hobgoblin lair contains Type D treasure, a decent hoard. Curiously, where goblins also have an individual type, none is listed for hobgoblins. Whether this is intentional or an oversight is unknown.
With their variable number appearing, a normal dungeon encounter with hobgoblins can be anything from a relative cake walk to a pretty even fight for the average low-level party, but rarely overwhelming unless a party is unusually small or already wounded and depleted. A dungeon lair is a good challenge for a lower-mid-level party, level 3-5 or so, while a wilderness lair is likely to be more of a tactical challenge, though high-level parties could probably take it in a pitched fight.
It's of interest to note that hobgoblin (and goblin) kings and bodyguards use non-standard rules when it comes to Hit Dice and hit points. The kings are given a fixed number of hp rather than rolling the prescribed number of Hit Dice; the HD are used only for determining attack rolls and possibly saving throws. The bodyguards are assigned Hit Dice and a range of hit points which does not correspond directly to their HD. A 4 HD hobgoblin bodyguard, if following the standard rules, should have 4-32 hp (4d8), but instead they are assigned 3d6 hit points. The purpose and reasoning behind this is a matter perhaps lost to the ages. If anyone should have knowledge how it came about, whether it was a deliberate design choice or an artifact of some previous scheme, please do enlighten us in the comments!
While B/X monster entries are often minimalist in their treatment of creatures, hobgoblins receive even less characterization than goblins. Where goblins are given an unreasoning (and mutual) hatred of dwarves and an affinity for dire wolves as guards and riding beasts, all hobgoblins have to hang their hats on is the "bigger and meaner" schtick. AD&D turns them into rigid military sorts, a characterization that has never resonated well with me.
In my post about goblins, I suggested a broad characterization of sneaky, manipulative little bastards with a fetish for the acquisition of random objects for inscrutable reasons. Hobgoblins ought to have some colorful personification as well. So... hobgoblins are bigger, and they're meaner, but in keeping with their Chaotic alignment in Basic D&D, they're not infused with militaristic discipline. They're essentially bullies. They want their victims to suffer -- not necessarily physically, although that's fine too. What they really crave is their victims' feeling of helplessness, and the swaggering, gloating rush that comes with it. Because of that, they're hesitant to kill, except when their own lives are on the line. They'd much rather take prisoners, keep slaves, extort tribute. They'll gladly hold you for ransom in a filthy cell, and even release you when the payment comes, all the while laughing at how you and your rescuer couldn't do a thing about it but that the hobgoblins allowed it. They'll also gleefully rob from you, especially if they perceive that you have something you'd be heartbroken to lose; they might even let you keep everything else, including stuff that's much more valuable in terms of coin. Helpless, terrified, miserable victims at their mercy are the hobgoblins' delight. Once you're dead, you're no fun any more. Like most bullies, though, hobgoblins also have a cowardly side. As soon as they perceive they don't have an advantage, they're likely to offer terms, perhaps hiding behind a facade of offering mercy to their foes, though mercy is something hobgoblins utterly lack. Failing that, they'll preserve their hides by any means necessary, including groveling and running away.
That's the face they show to humans and demihumans and other "good" beings, anyway. How this bullying nature plays out among their fellow evil beings, and especially with their close kin of goblins and bugbears, is something I haven't thought much about yet, and so I don't have anything to say about it here. If you have some thoughts on that, feel free to comment!
welcome back!
ReplyDeleteI do agree that chaotic creatures like hobgoblins may approach mock imitation of militarism, but can never be truly regimented. But take away that and now I am curious how you differentiate them from orcs.
ReplyDeletefor me B5 Horror on the Hill is the quintessential hobgoblin module. And there we are also told that the hobgoblin king is not particularly powerfui and though the hobgoblins are numerous, they are not effective and cowardly.
That module is just a really good example for me of journeying into the weird. The Hill is chaosland and yet Guido's fort is kept safe by the river, a liminal barrier. Though the hill is essentially a petty hobgoblin kingdom, there is plenty of stuff going on that's not neccesarily coherent to that, as befits chaoslands.
I agree 100% about Horror on the Hill. It's a fantastic module, for all that, and the fact that it doesn't try to impose a specific story or timeline; there's enough going on there that players can shrug off the "quest" and do some real freelance exploring or plundering. Right up there with B2 in my book. I might have to do a series of module reviews now you've put that in my head...
DeleteAs for orcs vs. hobgoblins, I see the former as more simple-mindedly brutal. Hobgoblins get their jollies through fear and humiliation, and are smart enough to think beyond mere physical harm to achieve them, but orcs have a visceral need to feel the blood splattering -- it's hard to restrain them from wholesale butchery, even when it's counterproductive to other goals.