Hobgoblin, Bluenose
- Armor Class
- 6 [13] (9 [10])
- Hit Dice
- 2
- Attacks
- Weapon (1d6)
- Special
- darkvision; possible lair shaman/witch/warlock
- Move
- 9 unarmored 12
- HDE/XP
- 2/30
Description
Bluenose Hobgoblins are larger cousins of goblins and a tougher, rarer breed of hobgoblins, being 4.5-5 feet tall. Their hair color ranges from dark reddish-brown to dark grey. They have dark orange or red-orange skin. Males have bulbous blue noses. Bluenose hobgoblins' eyes are yellowish or dark brown, and their teeth are yellow. Their garments tend to be brightly-colored, often blood-red with black-tinted leather.
They are better organized than their smaller kin, and are also better adapted to life in the sun. Most wear leather armor and carry wooden shields. As with most goblinoids, they have Darkvision with a 30-foot range.
Tribes of bluenose hobgoblins prefer to live in walled villages, or preferably in castles, and are quite willing to overrun villages or castles built by other races rather than build their own. Some tribes, however, do choose to live underground.
Some bluenose hobgoblins ride dire wolves into combat, and large groups of hobgoblins will often employ them to track and attack their foes.
Bluenose Hobgoblins have a well-known hatred of elves, and will attack them whenever they think they can win.
One out of every six bluenose hobgoblins will be a warrior of 4 Hit Dice (240 XP). Regular bluenose hobgoblins gain a +1 bonus to their morale if they are led by a warrior. In their lairs, one out of every twelve will be a chieftain of 6 Hit Dice (500 XP) in chainmail with AC 5 [14] (unarmored 9 [10]) and a movement of 20', having a +1 bonus to damage due to strength. In lairs of 30 or greater, there will be a bluenose hobgoblin king of 8 Hit Dice (875 XP), adding a shield for AC 4 [15] (unarmored 9 [10]) (movement is still 20') and having a +2 bonus to damage.
In the lair, bluenose hobgoblins never fail a morale check as long as the king is alive. In addition, a lair has a chance equal to 1-2 on 1d6 of a shaman being present (or 1-3 on 1d6 if a bluenose hobgoblin king is present), and 1 on 1d6 of a witch or warlock. A shaman is equivalent to a bluenose hobgoblin warrior statistically, but has Clerical abilities at level 1d6+1. A witch or warlock is equivalent to a regular bluenose hobgoblin, but has Magic-user abilities of level 1d6.
Source note: This creature is converted from The Basic Fantasy Field Guide of Creatures Malevolent and Benign – Omnibus Edition, 1st Edition Release 4, © 2010–2025 Chris Gonnerman, R. Kevin Smoot, James Lemon, Matt Sluis, and Contributors. The Basic Fantasy Field Guide textual material is licensed under Creative Commons Attribution-ShareAlike 4.0 International; this page adapts that creature to White Box.