Lost Company Press
Dressed in tattered robes that seem to merge with the shadows, the hobgoblin is a devious fae creature with a twisted sense of humor. These creatures have elongated, emaciated limbs and glowing red eyes that pierce through darkness. While they are relatively weak in physical strength, their cunning nature and mastery of dark magic make them fearsome opponents. They are often found pulling strings in the political underbelly of the world, manipulating others to achieve their complex agendas.s
Motive: Sowing chaos and collecting arcane knowledge
Environment: Forests, abandoned ruins, and shadowy alleyways, often near centers of power (Forest)
Health: 9
Damage: 3 points
Armor: 2
Movement: Short
Modifications: Intellect defense as level 5; Stealth as level 5; Deception and manipulation as level 6
Combat: Hobgoblins can cast shadows to disorient their opponents, making their attacks and Speed defense tasks one step harder. They prefer hit-and-run tactics, using their magic to trap and incapacitate foes. Once per combat, they can cast a spell to 'blink' between shadows, effectively teleporting anywhere within short range as an action. Shadow Cast: Can create an area of magical darkness for one minute. Within this area, all creatures except the hobgoblin have an asset to Stealth tasks and a hindrance to tasks that rely on sight. Blinking Strike: Teleports and makes an immediate melee attack dealing an additional minor wound (2 points). This ability can be used once every two rounds. Hex: With a cackle, the hobgoblin can curse a target within sight. The target must succeed on an Intellect defense task or suffer one hindered action per round, chosen by the GM, for the next three rounds.
Interactions: Hobgoblins are conniving and prefer to deal in bargains, if they see potential in manipulating someone to further their own goals. However, they are quick to turn hostile if they feel threatened or if their plans are interrupted.
Uses: A hobgoblin may serve as a twisted mentor for arcane knowledge, a dealer of cursed items, or the main antagonist, pulling the political strings in a city.
Loot: Often in possession of arcane tomes, potions of dubious nature, and sometimes enchanted trinkets or coins.
GM Intrusion: The hobgoblin's laughter echoes unsettlingly, throwing off a character's concentration. Any action they take is hindered for their next turn as the hobgoblin mocks or hexes them, potentially causing a slight but mysterious misfortune.