Classic DnD Monsters Made Undead: Hobgoblin [Archive] - Wizards Community

Post/Author/DateTimePost
R.M.G.C.L.F.

04-14-06, 06:22 PM
Hobbergok
Medium Undead
HD:4d12(26hp)
Init:+0
Speed:30ft
AC:16(+2 natural, +3 studded leather, +1 small metal sheild)
BAB/Grapple:+2/+5
Attacks: Longsword+6 melee or javelin +2 ranged or bite+6 melee
Damage: Longsword 1d8+4(19-20/x2), javelin 1d6+4, bite 1d4+1 plus strength damage
Face/Reach:5ft by 5ft/5ft
Special Attacks: Nightmare seed, breath of darkness, strength damage
Special Qualities: Turn Resistance+1, Darkvision 120ft, Light Blindness, Undead traits, DR5/slashing
Saves: Fort+1, Ref+1, Will+4
Abilities:Str18,Dex11,Con-,Int10,Wis7,Cha6
Skills: Hide+3, Move Silently+3, Spot+4, Listen+6 (+4 racial bonus to move silently, +3 to intimidate and +2 to listen checks, +3 to hide in rocky areas)
Feats: Alertness, Great Fortitude
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Environment: Warm Hills and underground
Organization: Solitary or gang (4-9)
CR:3?
Alignment: Usually Lawful Evil
Treasure: Standard
Advancement: By Character Class

A Hobbergok has large flappy ears with frayed edges and a blue tinge. Its lidless eyes glow with the dull throbbing light of coals, and faint but unnerving images of darkness swirl within them. The body is greyish-green and mottled, bumpy with depressions, hard and stiff as it moves. Its body showing through the blood-stained armor looks as if it was forged from granite and fungus. The jaw protrudes, showing enlarged fangs and dripping black ichor and salivants that steam as they strike the ground.

Sometimes when a powerful hobgoblin warrior is slain, they cling to life, forcing more negative energy into their cold clay to awkwardly snap their spirits back into place. These become hobbergoks, unliving legionaires, literally the creatures of your nightmares.

Combat: Hobbergoks usually track down quarries for a day or so, engaging in a breif hit and run skirmish, and then following up with a greater attack force and military tactics when they are weakened. They commonly stake out some abandoned building as a base camp, and because they have no need for sleep or rest they can stalk a quarry for long periods of time.

Nightmare Seed(Su): When a hobbergok attacks, each sentient living creature that sees it recieves the magical beginings of a terrifying dream. When they sleep that night, a nightmare featuring various distorted and horrifying forms of the hobbergok tormenting them plays itself in their mind, and they must make a will save dc:15 (based on nothing in particular) or recieve only half the standard natural healing (rounded down) and recover only one spell slot at each level. A creature that successfully saves against this ability is immune to it for the rest of the week. This does not affect creatures that do not dream or sleep (such as elves) and is a mind-affecting effect.

Strength Damage(su): a creature bitten by a hobbergok must make a fortitude save dc:16 (strength-based) or take 1d4 temporary strength damage.

Light Blindness(ex): a hobbergok suddenly exposed to bright light (such as direct sunlight or a daylight spell) is blinded for one round. While in such light conditions they are dazzled and take an additional -1 penalty to attack rolls, skills, and saving throws. They are only dazzled while in a radius of full light (such as a light spell).

Breath of Darkness(su): once per day, a hobbergok can unleash a stream of harmful magic and negative energy. This deals 2d8 negative energy damage (1d8 per two hit dice) and fatigues them for two rounds. A successful reflex save dc:16 (strength-based) halves the damage and negates the fatigue.