Hobgoblin

:"Hobgoblins are a fierce humanoid race that wage a perpetual war with the other humanoid races. They are intelligent, organized, and aggressive. Their hairy hides range from dark reddish-brown to dark grey. Their faces show dark red or red-orange skin. Large males have blue or red noses. Hobgoblin eyes are either yellowish or dark brown while their teeth are yellow. Their garments tend to be brightly colored, often bold, blood red. Any leather is always tinted black. Hobgoblin weaponry is kept polished and repaired." - 2 Edition Monstrous Manual
Whoever in the tribe kills the chief becomes the chief. A chief ought to expect many contenders in his lifetime. The chief has the pick of whatever spoils s/he desires, and will always be found with the best gear.
Each tribe has a Firebringer who is the spiritual leader. Much of hobgoblin spirituality has to do with the nightly campfire, and it is the Firebringer's duty to create and maintain the fire of his tribe. If there is a shaman or cleric of any kind, he is the firebringer for that tribe, or perhaps the Firebringer's assistant.
Hobgoblins keep slaves for trading, eating, and low level labor. Slaves are distributed amongst the tribe, but are caged together and watched by the Keeper. 
Hobgoblin tribes will war with one another on occasion, but usually stick to their own territories.
== 2e Racial Info ==
* Class Restrictions: Cleric (to level 9), a Fighter (to level 11), or a Thief (to level 12).
* Racial Ability Requirements: Str 5/17, Dex 5/18, Con 5/18, Int 5/18, Wis 3/16, Cha 4/15, Per 3/18
* Detect new construction: Hobgoblins have natural skills for mining, and can spot new or unusual construction with 40% chance.
* Detect sloping passages: Hobgoblins can note subtle grades or slopes in underground passageways and chambers with 40% chance.
* Detect sliding or shifting walls: Hobgoblins can detect walls that move or shift with 40% chance.
* Racial enmity: Dwarves (Dwarves gain +1 bonus to attack rolls to Hobgoblins)
== 5e Racial Info ==
*Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.
*Martial Trainin': You are proficient with two martial weapons of your choice and with light armor.
*Savin' Face: Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.
*Languages: You can speak, read, and write Common and Goblin.
==Player Characters==
:Hobgoblin Player Characters
Category:Race