Hobgoblins

Hobgoblin
SizeAndType: Medium – Size Humanoid (Goblinoid)
HitDice: 1d8 + 1 (9)
Initiative: + 1 (Dex)
Speed: 30 ft.
ArmorClass: 15 ( + 1 Dex, + 3 studded leather, + 1 small shield)
Attacks: Longsword + 1 melee; or javelin + 2 ranged
Damage: Longsword 1d8; or javelin 1d6
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialQualities: Darkvision 60 ft.
Saves: Fort + 3, Ref + 1, Will + 0
Abilities: Str 11, Dex 13, Con 13, Int 10, Wis 10, Cha 10
Skills: Hide + 1, Listen + 3, Move Silently + 3, Spot + 3
Feats: Alertness
ClimateAndTerrain: Temperate and warm land and underground
Organization: Gang (4 – 9), band (10 – 100 plus 50% noncombatantsplus 1 3rd – level sergeant per 20 adults and 1 leader of 4th – 6th level), warband (10 – 24), or tribe (30 – 300 plus 1 3rd – level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th – 8th level, 2 – 4 dire wolves, and 1 – 4 ogres or 1 – 2 trolls)
ChallengeRating: 1/2
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Description
General
Hobgoblins speak Goblin and Common.
Combat
These creatures have a strong grasp of strategy and tactics and are capable of carrying out sophisticated battle plans. Under the leadership of a skilled strategist or tactician, their discipline can prove a deciding factor. Hobgoblins hate elves and attack them first, in preference to other opponents.
Skills: Hobgoblins receive a + 4 racial bonus to Move Silently checks.
A hobgoblin’s favored class is fighter. Hobgoblin clerics can choose two of the following domains: Evil, Destruction, and Trickery.

Hobgoblins

D&D 3.0: Tales from Mystara Galero