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Red CapExtremely trained hobgoblins that wear a red cap. These goblinoids are smarter and stronger.

Red Cap (CR 4)

XP 1,200
Hobgoblin Warrior 5
LE Medium Humanoid (Goblinoid)
Init +3; Senses Darkvision 60 ft.; Perception +6

DEFENSE

AC 22, touch 13; flat-footed 19 (+6 armor, +3 dex, +3 shield)
hp 62 [75] (5d10+30)
Fort +8, Ref +4, Will +2
Defense Abilities Physical Resilience, Weapon Guard

OFFENSE

Speed 30 ft. (20 ft. in armor)
Melee Mwk Longsword +13 (1d8+8/19-20)
Ranged Composite Longbow +8 (1d8+4/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks Engulfing Winds
Special Abilities Martial Flexibility (5/day), Fighter Techniques (30 Stamina)

STATISTICS

Str 18, Dex 16, Con 18, Int 14, Wis 12, Cha 8
Base Atk +5; CMB +9; CMD 22 (24 vs. trip)
Feats Improved Trip, Power Attack, Toughness, Weapon Focus (longsword)
Skills Acrobatics +7, Disable Device +12, Handle Animal +7, Knowledge (dungeoneering) +10, Perception +6, Survival +9; Racial Modifiers +4 Craft, +1 Disable Device, +1 Knowledge, +4 Profession
Languages Common, Goblin
SQ Chosen Knowledge (+3), Chosen Weapon +2 (Longsword), Combat Defenses (Disarm), Craftsman, Fighter Talent (Melee Defense, Melee Power), Goblin’s Unique Handle on Things, Master Tinker, Silver Tongued
Combat Gear cure potions (2), mwk longsword, composite longbow (+4), quiver (20 arrows), breastplate, heavy steel shield

SPECIAL ABILITIES

Craftsman (Ex)

Hobgoblins are very gifted with their hands when creating machines and other things and gain a +2 racial bonus on all Craft or Profession checks to create objects from metal, wood, cloth or stone.

Engulfing Winds (Su)

Three times per day, a red cap can launch a gust of wind that engulfs their enemy within 30 feet for 4d4 points of wind damage. The target of this ability must make a Fortitude save (DC 14) or be inflicted with Squalled status for 1d4 rounds. Blue mages may learn this ability as a 1st level spell (Knowledge: Local DC 17).

Goblin’s Unique Handle on Things (Ex)

Hobgoblins are proficient with both short swords and hand axes.

Master Tinker (Ex)

Whatever you survive makes you a better tinkerer right? Hobgoblins gain a +1 bonus on Disable Device and Knowledge (engineering) checks. Hobgoblins are also treated as proficient with any weapon they have personally crafted.

Silver Tongued (Ex)

Unlike moblins or other races, hobgoblins are very talkative and eager to sell wares and set up trades with everyone and gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can do so up to three steps up rather than just two.