Armor Class: 3 
Hit Dice: 5
Attacks: 2 Attacks/Round (By weapon)
Saving Throw: 12
Special: Move Silently; Hide in Shadow; Improved Saves Versus Magic; Initiative Bonus; Sleep
Challenge Level/XP: 7/600
The hobgoblins of the Montporte Dungeon Campaign are very different from traditional RPG hobgoblins. Montporte hobgoblins are fey and usually reside on the plane of Umírající (the plane of the fey). They are magical, sadistic, and quite devious. While most fey have little interest in the plane of Aarde (the plane on which Montporte exists), hobgoblins travel there on occasion. Despite their occasional visits, they are very rarely seen by the inhabitants of Aarde and only trade with select trading partners or to kidnap humans and others for slaves in the slave trade.
Hobgoblins are aligned with the Winter Court of the fey. While they are not generally involved in the politics of the Winter Court, hobgoblins are often the hired swords in the more devious plots and activities on behalf of the Winter Court.
Hobgoblins are bitter enemies of goblins. They will capture, torture and kill goblins whenever they have the chance.
Like their kin, the goblins, hobgoblins travel in small bands. Unlike goblins, they do not avoid combat. They are aggressive and will kill, if only to satisfy their own sadistic nature. They also are active slave traders. They will seek to capture intelligent creatures for the slave trade, whenever possible.
COMBAT: Hobgoblins typically use a short sword and shield in combat. Because of their speed and dexterity, they are able to attack twice per round.
MOVE SILENTLY: Hobgoblins can move silently as if they were a fifth level thief.
HIDE IN SHADOW: Hobgoblins can hide in shadows as if they were fifth level thief.
IMPROVED SAVING THROW VERSUS MAGIC: Hobgoblins gain an additional +1 to any saving throw versus magic or cleric spells, but not against magic items (wands, potions, etc).
IMPROVED INITIATIVE: Hobgoblins are quick and clever opponents in combat. They gain a bonus to their initiative roll (+3 if using a d10 for initiative; +1 if using a d6).
SLEEP: A hobgoblin can cast a modified sleep spell once per day against one individual creature. The targeted creature does get a saving throw. If successful, the sleep spell lasts for 2d6 hours.