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Hobgoblin Engineers: Engineering tends to attract the smartest (if not necessarily the wisest) hobgoblins, and most engineers possess Intelligence scores at the higher limits of normal humanoids (around 18 to 20).
Hobgoblin Infiltrators: Infiltrators possess high Dexterity scores. Their commanders typically possess a number of levels in assassin or shadowdancer.
Hobgoblin, 1st-Level Warrior CR ½
LE Medium humanoid (goblinoid)
Init +1; Senses darkvision 60 ft.; Listen +2, Spot +2
AC 15, touch 11, flat-footed 14
(+3 armor, +1 Dex, +1 shield)
hp 6 (1d8+2)
Fort +4, Ref +1, Will –1
Spd 30 ft.
Melee longsword +2 (1d8+1/19–20)
Ranged javelin +2 (1d6+1)
Before Combat Hobgoblins prefer not to give their opponents a fair fight, and they do their best to sneak up on their enemies, attack them while they are sleeping, or use overwhelming force. If none of these are possible, they generally retreat to a defensible position and attempt to hold the line.
During Combat Hobgoblins fight dirty and are quick to take advantage of any perceived weakness. Skilled at fighting in groups, hobgoblins often have well-laid tactics planned in advance. Even if not, the goblinoids excel at creating clever, impromptu battle plans and simply cooperating in battle.
Morale Hobgoblins have a strong sense of self-preservation and do not hesitate to retreat if they see no hope of victory. Their fierce hatred of elves, however, means they seldom retreat if presented with the opportunity to kill pointy-eared foes. Intimidating hobgoblin veterans also often inspire more fear in their troops than any foe, and can terrify their weaker kin into standing against much greater odds.
Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 8
Base Atk +1; Grp +2
Skills Hide +3, Listen +2, Move Silently +3, Spot +2
Languages Common, Goblin
Gear 4 javelins, light steel shield, longsword, studded leather armor