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Hobgoblin Warmage CR1

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Although not usually the type of creature to train warmages, hobgoblins have recently taken any juvenile with potential ability and trained them until the ability either surfaced, or until the youth proved unsuccessful. Advanced hobgoblin war parties usually consist of an equal number of warriors and warmages, both forming a row. The warriors usually fire off arrows, while the warmages either release a burning hands on command, or attack with lesser orb of fire. They often use their fire magic to burn homes, fields, and civilians. These new shock troops, proficient in both martial and magical combat, have proven to be devastatingly effective on unprepared villages, and have earned a great deal of respect within hobgoblin society. The success of the warmages against capable foes has yet to be seen though.

Hobgoblin Warmage    CR 1

Male or Female Hobgoblin Warmage 1

LE Medium Humanoid (Goblinoid)

Init +1, Senses Listen +0; Spot +0; darkvision 60 ft.

Languages Common, Goblin


AC 15, touch 11, flat-footed 14 (+1 Dex, +3 armor, +1 shield)

hp 7 (1d6+4 HD)

Fort +1, Ref +1, Will +2


Spd 30 ft.

Melee Shortspear +2 (1d8+1/×3)

Ranged Shortspear +2 (1d8+1)

Base Atk +1; Grp +2

Space 5 ft.; Reach 5 ft.

Warmage Spells Known (CL 1)

1st (4/day) — accuracyCA, burning hands, chill touch, fist of stoneCA, hail of stoneCA, magic missile, lesser orb of acidCA, lesser orb of coldCA, lesser orb of electricityCA, lesser orb of fireCA, lesser orb of soundCA, shocking grasp, true strike

Cantrips (5/day) — acid splash, disrupt undead, light, ray of frost

CA from Complete Arcane


Abilities Str 12 (+1), Dex 13 (+1), Con 13 (+1), Int 10 (+0), Wis 10 (+0), Cha 12 (+1)

Feats Toughness

Skills Concentration +5, Knowledge (arcana) +4


Environment Warm hills

Organization Pair (1 plus 1 hobgoblin warrior) Gang (2-6 plus equal number of hobgoblin warriors), or warband (5-12 plus equal number of hobgoblin warriors)

Alignment Always lawful evil

Treasure Shortspear, studded leather, light wooden shield, 2d6 gp.


Armored Mage (light) This ability allows the warmage to cast arcane spells in light armor without any chance of arcane spell failure

Warmage Edge If the warmage casts any spell that deals hit point damage he adds his intelligence bonus (if any) to the amount of damage dealt. A single spell can never gain this extra damage more than once per casting.

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