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Hobgoblin Commander Solitary, Organized, Intelligent, Cautious Sword (b[2d10] damage) 12 HP 5 armor Close The hobgoblin commander wades into melee combat, attacking with its sword to lead from the front and inspire it's allies. They are intelligent, utilize tactics and logistics on the battlefield, battle in and make use of formations, designate sergeants and lieutenants to serve under them, and demonstrate a high proclivity for military organization. Instinct: To command
- Devise tactics
- Command the troops
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Hobgoblin Footsoldier Horde, Organized, Intelligent, Cautious Longsword (d6 damage) 3 HP 4 armor Close Take the fecund nature or goblins but give them the intelligence of a human and you have a Hobgoblin. From the top to the bottom, their culture emphasizes ruthlessness and devotion to the cause and your superiors. As a result, Hobgoblins are incredibly loyal and orderly - they attack not as a screaming horde but as a well-oiled machine. Instinct: To wage war
- Fight in formation
- Call for reinforceents
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Hobgoblin Scout Group, Stealthy, Organized, Intelligent Longbow (d8 damage) 6 HP 3 armor Near, Far The armies, the siege engines, the banners and wardrums - it never comes unannounced. First come the scouts, the eyes and ears of the Hobgoblin armies, seeking vulnerabilities and striking at valuable targets where they can. It's an ill-omen to see a scouting party as they rarely travel far from the great host. Instinct: To gather knowledge
- Observe targets
- Ambush foes and quickly retreat
- Report back to superiors
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Hobgoblin Warmage Solitary, Magical, Organized, Intelligent Fireball (d10+2 damage) 12 HP 2 armor Ignores Armor, Near, Far Commanders of strike forces and supporters of the main army, the dreaded Warmages cast spells of great force and violence to tear apart defences and fortifications. They lack the subtlety of their goblinoid kin but they make up for it with their powerful magics and the perverse glee they draw from destruction. Instinct: To wipe out foes
- Weave a spell of destruction
- Tear down walls and defences with magic
- Support their allies with a well-placed spell
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Hobgoblin General Solitary, Organized, Intelligent, Cautious, Hoarder Halberd (d10+4 damage 1 piercing) 12 HP 6 armor Close, Forceful, Reach In the end, it's all the same with goblins. Even if they make laws and fight in formations, they're still ruled by the strongest. And that's where the General comes in - the Hobgoblin who has seized power over all their fellows. With strength and ruthlessness and brutality mixed with its kind's trademark cunning, it rules its lessers with an iron fist. Instinct: To rule Instinct: To rule
- Wage war against its foes
- Command its minions
- Enact its plans and schemes
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Siege Tower Group, Huge, Organized Arrow Rain (d8+5 damage) 18 HP 4 armor Near, Far, Area Special Qualities: Siege Engine, Machine Great rumbling, wheeled, steel-studded, machines of doom, Siege Towers are engines of war used in many a successful siege. Pulled by oxen, or driven by bellows of steam and flame, this behemoth uses an arm or drawbridge to allow invading forces to spill en masse onto the battlements of keeps and fortresses. Bring it down, or watch your castle crumble. Instinct: to Infiltrate, to Invade
- Lower the Drawbridge
- Rally Invading Forces
- Ram Gate
- Bring Down Castle Walls.
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Bladelord Solitary, Relentless, Amorphous Bladelords spawn weapons as they need them making them very adaptable and unpredictable. (b[2d10+2] damage 1 piercing) 12 HP 4 armor Close, Near It appears to be a large, mobile set of dull armor. Once its made aware of someone or something that seems like it could put up a fight it engages the target by spawning various weapons from its body. It knows instinctively what the best armament for the job is and will not stop until either it or its opponents are destroyed. Instinct: It has an unnatural lust for battle.
- Engage multiple targets at once.
- Spawns the right weapon for the situation.
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Pit Ghost Group, Stealthy, Devious, Intelligent, Planar, Terrifying, Amorphous soul-chilling touch (w[2d4] damage) 13 HP 1 armor Close, Ignores Armor Special Qualities: incorporeal, marks of torture and neglect The ghost of a long-dead prisoner, tortured then left to rot. It fades in-between the material world and the black city, disquiet, disturbed, and malevolent. Instinct: to suffer revenge on any who come near
- cause an illusion of torture or imprisonment
- vanish or reappear
- lay a potent curse
- offer visions, messages, or gifts from the black city
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Cultist Group, Stealthy, Divine, Devious, Intelligent, Hoarder knives or daggers (d4 damage) 8 HP 0 armor Close A cultist of a demon or dark god. Adept at vile rituals and mean skulking. Instinct: to bring about dark changes
- perform a step of a ritual
- appear or disappear in the night
- call upon dark powers