DCC Bestiary - Hobgoblins

So recently, I came across Mystic Arts on YouTube.  Dadi's germanic monotone is really good as a podcast to listen to on audio while driving.  He has one talking about hobgoblins, and not making them just 'a bag of hit points'.  I couldn't agree more, and I've used that phrase several times in my blog articles.  

He talks about 'modular design' and making his monsters easy to run in a mixed batch.  He goes on to demonstrate how his hobgoblins would work in D&D 5E, pumping out 150+ points of damage a round -- that's a lot.  And not exactly applicable to DCC ... but the concept behind it is.  

Here's my take on the hobgoblin.  I took the DCC Core Rules hobgoblin, upgraded their armor to lean into the concept of well-armored soldiers, and gave them the ability 'regimented', giving a +1 to AC for each adjacent hobgoblin -- it could be a shield wall, it could be tactics, it doesn't matter too much -- it just makes them harder to hit.  I created monster stat blocks for hobgoblins, hobgoblin sergeants, and hobgoblin captains, all with that ability.  Further, I gave hobgoblin captains a 'commanding' ability letting them roll a d24 for Initiative.

I think a troop of hobgoblins will feel a lot different to fight with orcs with this small monster ability.

If you want to see the Mystic Arts video about hobgoblins, it can be found HERE.  Drop me a line if you have ideas or thoughts about this at archadethered@gmail.com.


Hobgoblin: Init +2; Atk morningstar +2 melee (2d3+1) or whip +2 melee (1d6 plus DC 14 Ref save or be entangled); AC 17 (banded mail + shield); HD 1d8+2 (7 hp); MV 25’; Act 1d20; SP infravision 60’, regimented (+1 to AC for every adjacent hobgoblin); SV Fort +1, Ref +1, Will -1; AL LE; Crit III/??


Hobgoblin Sergeant: Init +2; Atk longsword +3 melee (1d8+1); AC 17 (banded mail + shield); HD 2d8+4 (13 hp); MV 25’; Act 1d20; SP infravision 60’, regimented (+1 to AC for every adjacent hobgoblin); SV Fort +2, Ref +2, Will +0; AL LE; Crit III/??

 

Hobgoblin Captain: Init +2; Atk greatsword +5 melee (1d10+2); AC 17 (half-plate); HD 3d8+6 (20 hp); MV 20’; Act 1d20; SP commanding (+1d to hobgoblin initiative checks), infravision 60’, regimented (+1 to AC for every adjacent hobgoblin); SV Fort +2, Ref +2, Will +0; AL LE; Crit III/??

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