Advice For using HobGoblins [Archive] - Wizards Community

Post/Author/DateTimePost
wedge14

09-01-04, 01:43 PM
In my campaign there is a barbarian tribe, where a certain PC is prince. The tribe is at a constant war with a city of Hobgoblins. I want the Hobgoblins to be able to pose a threat to my party while using intelligble tactics, like shield walls, or archers. I'm thinking about having the party only encounter small relatively unprepared squads of Hobgoblins. So they'll underestimate them, until i unleash a squad of hobgoblins in tight formation containing a row of hobgoblins with tower shields and shortspears, backed up with ,spear and long bow wielding hobgoblins.
I'm wondering if anyone has some other ideas or advice that can show me of some other ways to use hobgoblins to harrass my PCs.
Jabroniville

09-01-04, 03:00 PM
In my worlds, I usually depict them as a strong military race, so they have lots of Goblins acting as skirmishers before the army marches in, plus Bugbears, Orc tribes and monsters as bigger and tougher shock troops. Toss in a mage or something too.
ieattrollsforbreakfast

09-01-04, 05:45 PM
Remeber that hobgoblins have a racial bonus to move silently checks. The military tacitcs you describe are great (you can check out Complete Warrior for good rules concerning such formations), but they should be backed up by scouts and ambushers. Just as they reach the shield wall, a horde of goblinoids should spring from the trees behind them, surrounding them and leaving no room for escape.
psionichamster

09-01-04, 07:41 PM
yep, gobbys can be pretty nasty...

i recommend making a crack team of hobgoblin barbarians...a few raging goblinoids should put the fear back in them pc's

also, remember they are mostly nocturnal...have nighttime raids and surprise attacks, when the pc's are at their weakest and the baddies are at their strongest...

poison!...i just had a tribe of goblins i called the Scorpion Eaters...their claim to fame? they had a pit where their cleric of Wee Jas grew monstrous scorpions...for low level chars, a dc12 fort save and 1d2 con damage is nasty...now when each gobby launches their first volley, with poison tipped arrows, they'll be hurting...

best part? when the pc's want to get their hands on the same poison, they have to figure out how to handle the scorpions while alive! hehehe

im evil, no?
the hamster
wedge14

09-02-04, 01:32 PM
The Phalanx formation from the CW sounds awesome i'm thinking a shield wall backed with spears. To cover the flanks i'm going to put some dense foilage so the party has to move at half speed if they want to get at the flanks. In the foilage perhaps have some goblin hiding in wait. I'm setting the party up to fail here. The H.Goblins will take the party captive. This only if the party is foolish enough to fight them. (which i bet they will be.)
kliate

09-02-04, 06:48 PM
I've had some success using Goblin shield walls during a raid on a small thorpe. The shield wall positioned itself as a distraction for the village guard while skirmishers ran into houses, ready to bash in skulls with their morningstars..and sappers showed up with Alchemist's fire ready to set buildings ablaze.

All-in-all, the village still 'won' the encounter. A single healer was killed in the attack and her loss will be mourned - but the shield wall design was nearly flawless, providing a challenge for an ECL6 monstrous progression troll, while still only being CR1 apiece.

Here are the stats I used for goblins:

Goblin Shield Wall, Goblin War3, CR 1
Small Humanoid (Goblinoid)
HD: 3d8; hp: 13; Init +2; Spd: 20ft; AC: 21/touch 13/ff 19; Base Atk: +3; Grp: –1; Atk: Shortsword +4 Melee (1d4/19-20) or Silver Light Mace +4 Melee (1d4-1);, Full Atk: Shortsword +4 Melee (1d4/19-20) or Silver Light Mace +4 Melee (1d4-1); Space/Reach: 5ft/5ft; SA: None; SQ: Darkvision 60ft; AL: LE; SV: Fort +3, Ref +3, Will +0; Ability Scores: Str 11, Dex 14, Con 11, Int 10, Wis 9, Cha 6
Skills and Feats: Climb +2, Hide +2, Jump +2, Listen –1, Move Silently +2, Ride +6, Spot –1; Dodge, Phalanx Fighting (CW)
Possessions: Small Mwk Breastplate, Small Mwk Heavy Steel Shield, Shortsword, Silvered Light Mace, Potion of Barkskin +2 (2), Potion of Cure Light Wounds, 4 pp

The silvered light mace was equipped due to the recent epidemic of Lycanthropy in the Goblin empire. Feel free to change it to something more applicable to the scenario if you like.

Some quick Hobgoblin builds you could work with:

Shield Wall Commander, Hobgoblin Ftr1, CR1
Medium Humanoid (Goblinoid)
HD:1d10+3; hp: 8; Init +3; Spd 20ft; AC: 20/touch 13/ff 17; Base Atk +1; Grp +2; Atk: Mwk Shortsword +3 Melee (1d6+1/19-20) or Javelin +4 Ranged (1d6+1/x2, 30ft); Full Atk: Mwk Shortsword +3 Melee (1d6+1/19-20) or Javelin +4 Ranged (1d6+1/x2, 30ft); Space/Reach: 5ft/5ft; SA: None; SQ: Darkvision 60ft; AL: LE; SV: Fort +5, Ref +3, Will +0; Ability Scores: Str 12, Dex 17, Con 16, Int 13, Wis 10, Cha 8
Skills and Feats: Climb +2, Hide +0, Intimidate +3, Listen +0, Jump +2, Move Silently +4, Spot +0; Combat Reflexes, Dodge
Possessions: Mwk Breastplate, Mwk Shortsword, Mwk Heavy Steel Shield, 5 Javelins, 50gp
Tactics: The Shield Wall Commander will position herself in a manner that will best obstruct enemy movement, whether that movement is for the purpose of charging or retreating. Against enemy archers, the commander's most likely action is Total Defense, raising her AC to a solid 24 (25 for any archer targetted with the Dodge feat). In the absence of ranged attackers, she will ready an attack against the first enemy to enter within range, hoping to maximize the number of attacks against individuals who attempt to bypass the line. Javelins are used when the commander is forced to disengage to the back line, or for when the enemy attempts to retreat.

Hobgoblin Phalanx, Hobgoblin War1, CR 1/2
Medium Humanoid (Goblinoid)
HD: 1d8+1; hp: 5; Init +2; Spd 20ft; AC: 17/touch 12/ff 15; Base Atk +1; Grp +2; Atk: Shortsword +2 Melee (1d6+1/19-20) or Javelin +3 Ranged (1d6+1/x2, 30ft); Full Atk: Shortsword +2 Melee (1d6+1/19-20) pr Javelin +3 Ranged (1d6+1/x2, 30ft); Space/Reach: 5ft/5ft; SA: None; SQ: Darkvision 60ft; AL: LE; SV: Fort +3, Ref +2, Will -1; Ability Scores: Str 12, Dex 15, Con 12, Int 11, Wis 9, Cha 8
Skills and Feats: Hide -1, Listen +1, Move Silently +3, Spot +1; Combat Reflexes
Possessions: Shortsword, Studded Leather Armor, Heavy Wooden Shield, 4 Javelins, 40gp
Tactics: The shield wall's purpose is to prevent enemy advancement, whether by cutting down the enemy as they try to pass through, or through simple force of intimidation. A phalanx unit with a numbers advantage will divide it's actions between distracting enemy melee attacks, aiding it's own melee attacks and directly attacking an engaged enemy. A phalanx on more even standing will use readied actions and attacks of opportunity to maximize enemy casualties (while maintaining a strategically optimal position).