The Night Children: Hobgoblins in the Age of Ruins

Hobgoblins are by far the most sinister and devious of the Night Children, possessing a sharp, cunning intellect to rival that of mankind. They commonly employ ranged weapons, such as bows, and many display knowledge of spellcraft — traits unique among least demons. Because of this wit, hobgoblins are frequently encountered as leaders among large groups of goblins and orcs; on rare occasions even the mostly solitary bugbears and trolls can be found serving hobgoblin masters.

Despite this accumen for command (or perhaps because of it), hobgoblins almost never gather in large groups of their own kind. They are most commonly encountered in small bands, traditionally referred to as “haunts,” consisting of a hobgoblin warlock, 3-4 warriors of diverse and complimentary combat styles, and a small swarm of common goblins. These groupings have such a fearsome reputation for brutal efficiency that itinerant human mercenaries and mages have emulated their structure since time immemorial, recruiting desperate, foolish, and greedy peasants in place of goblin swarms. This is why decent folk refer to those who choose to engage in such activities as “hob-os.”

Hobgoblins are also the only Night Children that actively seek out and summon their demonic superiors. Some sages believe that all of these traits, taken as a whole, suggest that hobgoblins are the larval stage in an unfathomably long and hideously alien lifecycle that culminates in the ascension of a demon prince.

Awesome original art by one of my players, Alex Rivera
Awesome original art by one of my players, Alex Rivera

Hobgoblin Warrior: Init +2; Atk sword +d4+1 deed melee (1d8+1) or bow +d4 deed missile (1d6); AC 15 (chain mail); HD 2d8+2; MV 30′; Act 1d20; SP infravision 60′, -1 attack in bright light, mighty deed of arms, vulnerable to fire; SV Fort +1, Ref +2, Will +0; AL C.

Mighty Deed of Arms: Hobgoblin warriors have a d4 deed die (at least) and are capable of performing deeds as members of the warrior class.

Vulnerable to Fire: Hobgoblins take an additional 1d6 damage from fire, and have a 50% chance of catching fire whenever they take damage.

Hobgoblin Warlock: Init +1; Atk balefire missile +3 (1d12); AC 10; HD 2d6+2; MV 30′; Act 1d20; SP infravision 60′, -1 attack in bright light, spellcasting, summon balefire, vulnerable to fire; SV Fort +0, Ref +1, Will +2; AL C.

Spellcasting: Hobgoblin warlocks may know wizard spells as high as 3rd level. They have a bonus to spell checks equal to HD+1.

Summon Balefire: Hobgoblin warlocks can summon and hurl orbs of sickly green flame called balefire. Though it appears as fire, balefire is deathly cold and does no damage to demons of any sort (Night Children included). In addition to attacking with balefire, warlocks can make a spell check against DC 14 to transform all natural flame in a 30′ radius into balefire.

For Savage Worlds:

  • Use the hobgoblin stats from p. 127 of SW Fantasy Companion
  • Night Children traits
  • Warriors have Fighting d10 and Parry 7, as well as 2-3 combat edges up to seasoned rank
  • Warlocks have Spellcasting d10 and can hurl balefire at a -1 caster check (2 spell points) and transform fire at a -2 caster check (2 spell points), in addition to any other spells known
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Author: John Carr

Gamer, comic guy, office drone.

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