PUCS | Monsters / Hobgoblins
Hobgoblin
Attributes
- Strength 40, +2 damage
- Constitution 40, 4 points per zone
- Movement 120
- Other attributes' value 35
Skills
- Skills Points Value 204
- Basic Melee
- Simple Weapons, 40% attack
- Blades 1, 45% attack
- Bows, 40% attack
Weapons/Equipment
- Dagger 40% attack, +2 Damage
- Long Sword, 45% attack, 1d8 +2 Damage
- Short Bow, 40% attack, 1d6 Damage
- Hide Armor, Damage Reduction 3
Other
- 60 Feet of night vision
- Nocternal
- Hunt, Forage, Raid in small groups of 2-12 (2d6)
- Tribal colonies of 20-200 10*(2d10)
- Generally evil and untrustworthy
- Can speak and interact with humans
Hobgoblin Leader
Attributes
- Strength 45, +3 damage
- Constitution 40, 4 points per zone
- Movement 120
- Other attributes' value 35
Skills
- Skills Points Value 215
- Basic Melee
- Simple Weapons, 45% attack
- Blades 2, 55% attack
- Bows 1, 50% attack
Weapons/Equipment
- Dagger 45% attack, +4 Damage
- Long Sword, 55% attack, 1d6 +2 Damage
- Short Bow, 50% attack
- Hide Armor, Damage Reduction 3
- Iron helmet, Damage Reduction 5 Zone 0
Other
- 60 Feet of night vision
- A raiding party of 10 or more will likely have a Goblin Leader
Hobgoblin Witch
Attributes
- Strength 30, +1 damage
- Constitution 35, 4 points per zone
- Movement 140
- Other attributes' value 35
Skills
- Skills Points Value 205
- Basic Melee
- Simple Weapons 2, 55% attack
- Basic Spell Casting
- Spell: Heal
- Spell: Harm
- Spell: Magic Missile 2
- Spell: Entangle
- Spell: Detect Lie
- Spell: Command
Weapons/Equipment
- Dagger 45% attack, +1 Damage
- Hide Armor, Damage Reduction 3
Other
- 60 Feet of night vision
- Each colony would have a witch
Page Last Updated: 2008-04-09 07:36:02