The unnatural creatures born of freakish, unholy experimentation on the goblin and human genomes
Ability Scores: Hobgoblin characters gain a +2 racial bonus to two ability scores of their choice at character creation to represent their powerful heritage and flexible nature. Size: Hobgoblins are medium-sized creatures and take no penalties due to their size. Type: Hobgoblins are humanoid creatures with the Goblinoid and Human Subtypes. Speed: Hobgoblins have a base land speed of 30ft. Vision: Hobgoblins gain Darkvision out to 60ft and Low-Light Vision. Thanks to their Witch King Heritage, Hobgoblin Darkvision works even in Supernatural Darkness. Languages: Hobgoblins begin play speaking The Regional Language that reflects their place of origins(Khadagarian or Ssarin for most Hobgoblins, see Languages of Zheng-Kitar), and Goblin. Hobgoblins with high INT scores can choose from the following bonus languages: Abyssal, Giant, Orc, Sylvan, Infernal, Draconic, Mage's Glyphscript, and Ignan. Vile and Unnatural: Created eons ago via hideous experiments conducted by ancient mages to blend the Goblin and Human genomes, Hobgoblins were never intended to exist - and nature itself reviles at their presence. Hobgoblins gain an Unnatural Aura as per the Universal Monster Rule out to 15ft, preventing any animal from approaching willingly unless the animal's master makes a DC 25 Handle Animal, Ride, or Wild Empathy Check. Hobgoblins always succeed these checks when dealing with their own or another Hobgoblin's Unnatural Aura. Insidious Extraction: An ability that has its roots in their foul Witch King Heritage, Hobgoblins can, by spending a full-round action and succeeding at a melee touch attack against a target creature, either tear a single language the target knows how to read and write from their heads permanently(Removing it from their languages known), force one language the Hobgoblin knows how to read and write into the target's head(forcibly adding it to their languages known), or both at once. They can assess the languages a creature knows by spending a standard action and succeeding on a melee touch attack against them. When used on creatures that are not intelligent enough to speak or understand a language, Hobgoblins may only grant them the ability to understand a single language(And no more) - as if they had spent considerable time training them. Hideous Blending: The perfectly abominable blend of the vile magicks of the Witch Kings of Bhorsis-Razghûl and Cao Lu's Ssarin Taint, Hobgoblins have emerged stronger than the sum of their parts - they treat their Strength Score as 10 higher for determining carrying capacity and lifting weight, gain a +2 racial bonus to their natural armor, gain immunity to aging effects, poison, and polymorph effects, and gain a +1 bonus to all ability scores at character creation. Only the Finest: Hobgoblins can replicate the effects of a Masterwork Transformation spell as an extraordinary ability by spending one hour adjusting, smithing, and crafting using the weapon, armor, or tool in question. This effect requires no material components but may only be used once a day. Lords of War: Hobgoblins have an innate understanding of battle and all the knowledge needed to maintain the wars they wage - they gain a +2 racial bonus on a Craft Skill of their choice, Knowledge(Engineering), and Survival checks. They gain all as class skills. Shoulder-to-Shoulder: Once every 1d4+1 rounds, when a Hobgoblin takes damage from any source while adjacent to one or more allied creature(s), they can elect to split the incoming damage evenly between themselves and all adjacent allied creatures - all such creatures take this damage automatically with no save, and without applying any resistances or DR aside from those of the Hobgoblin who used this ability. For each such adjacent ally when this ability is used, the cooldown of this ability is reduced by 1. This ability may only be used at most once a round. Alchemical Armory: Thanks to countless centuries of experimentation, Hobgoblin Shamans have permanently altered their own bodies - thanks to alchemical brands inscribed on their palms, Hobgoblins can on command store the weapons or shields held in their hands into these brands. When they do so, a graven image of the items appears on their palms inside the brand. They can store up to 5 items in their palms in this manner. Retrieving one or two items to fit into their open, empty hands requires them to touch the image of the item(s) they want, and doing so is a swift action. When an item is retrieved, it appears in the hands of the wearer and any weapons or shields the wearer had in his hands is stored in the gauntlets. If there is no room in the brand for the weapons or shields the wearer is holding, those items are dropped. The brand can only store weapons and shields; other items cannot be placed in them. Any weapons or shields stored when the hobgoblin dies are accessible via their hands for 24 hours after their death by passing a DC 20 Use Magic Device Check - after which they are lost forever.
Genetics and Reproduction
Growth Rate & Stages
Ecology and Habitats
Dietary Needs and Habits
Geographic Origin and Distribution
Perception and Sensory Capabilities
Symbiotic and Parasitic organisms
The once great hero of men, whose shining voice drove back the encroaching oblivion but was in turn consumed.
The ancient, ineffable being from whom the rot of reanimation spreads, and from whom the first undead were born.
The invisible creatures that dwell within the dark, preying on those who dare stray too far from the light.