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Hobgoblin

Hobgoblin
Artwork taken from The Amazin Spider-Man vol. 1, #238 (Mar, 1983). Art by John Romita Jr.

The Hobgoblin is a fictional character, a supervillain appearing in the Marvel Comics universe as an enemy of Spider-Man who uses a variant of the persona of the Green Goblin. Although there have technically been five characters to take up the Hobgoblin guise in the mainstream Marvel Universe, only three of them did so without being manipulated into the role.

The original Hobgoblin, Roderick Kingsley, was an enemy of Spider-Man and for a large portion of his criminal career, he initially had no superhuman powers, though he did acquire them later. Of all of Spider-Man’s enemies who tried to adopt Norman Osborn’s legacy, only Kingsley came close to being as threatening and dangerous as the original Green Goblin. He wore a variant of the Green Goblin’s costume distinguished by a hood, cape and a different color scheme.

Originally Posted by Bane of the Dicefreaks forums.

On this Thread

 Roderick Kingsley, 
Hobgoblin 
 Medium Altered 
Human 
 Wounds 34 WP Vitality 370 VP (21d8+252)
Initiative+19
Speed60 ft.
AC21 (+9 Dexterity, +2 speed) touch 21, flat footed 10
Base Attack/Grapple+16/+28
AttackUnarmed strike +32 melee (1d8+19) or gauntlet blast +32 ranged touch (8d6 electricity)
Full AttackUnarmed strike +32/+27/+22/+17 melee (1d8+19) or 4 gauntlet blast +32 ranged touch (8d6 electricity)
Space/Reach5 ft./5 ft.
Special Attacksnone
Special Qualitiesdamage reduction 15/adamantine, resistance teo energy (cold, electricity, fire) 25, super speed, super strength
SavesFort +24, Ref +21, Will +16
AbilitiesStrength 35, Dexterity 28, Constitution 34, Intelligence 20, Wisdom 18, Charisma 17
SkillsBalance +27, Bluff +23, Climb +19, Craft (chemistry) +15, Diplomacy +24, Gather Information +27, Hide +19, Intimidate +25, Jump +22, Knowledge(behavioral sciences) +20, Knowledge (business) +25, Knowledge (streetwise) +31, Knowledge (technology) +17, Listen +10, Move Silently +19, Repair +20, Search +15, Sense Motive +16, Spot +14, Treat Injury +9, Tumble +19, Swim +17
FeatsBrawl, Combat Reflexes, Educated, Improved BrawlImproved GrappleImproved InitiativeNegotiatorPower 
Attack
Epic FeatsSuperior Intiative
Climate/TerrainNew York, New York
OrganizationSolitary (Unique)
Challenge Rating21
AlignmentLawful Evil

Superspeed level 2 Kingsley does not have true superspeed, but his reflexes are enhanced to the point where he qualifies for Superspeed level 2.

The following benefits are provided from Superspeed Level 2:

  • +2 speed bonus to AC, initiative, and Reflex saves
  • +1 speed bonus to attack and damage rolls
  • Kingsley may make 2 additional swift actions in a round.
  • Kingsley reduces the amount of time to complete an action by 1 step, allowing him to take full round actions as standard actions and so on.
  • When using the run action, Goblin moves x5 his movement rate (200 feet)
  • Superhuman Strength Level 3 Super Strength Level 3 gives the following benefits
  • +6 bonus on melee damage.
  • +3 bonus on grapple and bull rush attempts.
  • x8 lifting modifier

Possessions

Hobgoblin uses a wide variety of goblin themed equipment and weaponry. Hobgoblin has trained extensively with his equipment and receives a +5 bonus to strike when using it.

Body Armor

Hobgoblin’s costume is a micromesh chainmail composite treated to resist various forms of attack. It provides Hobgoblin with damage reduction 15/adamantine and resistance to energy (cold, fire, electricity) 25.

Gauntlet Blasters

The gloves of Hobgoblin’s costume can emit a high voltage electrical blast from the fingers. The blast is effective up to 300 ft and inflicts 8d6 electricity damage with a ranged touch attack.

The Hobgoblin has an automated firing system that will randomly jerk his arm around to aid him in hitting extremely fast or agile enemies. Hobgoblin must make a full round attack using his gauntlet blasters to use this system. All attacks inflict 5d6 damage but he can ignore the Dexterity bonus of his target.

Gas Grenades

The Goblin carries an assortment of normally six different gas or smoke grenades shaped like ghosts. All gas grenades required a ranged touch attack.

  • -Choking Gas: Causes the target to choke and gag as the gas makes it hard to breath. They lose all effective Dexterity bonus and are considered flat-footed for 2d6 rounds. This time is halved with a success Fort save (DC 22 )
  • -Neuro-Toxin: Inflicts 2d6 Constitution damage to target. Half with a successful Fort save (DC 18 )
  • -Smoke: Functions as a standard smoke grenade
  • -Spider-Sense Negation Gas: Negates precognitive danger sense for 1d6 hours unless a Fort save (DC 28 ) is made. Spider-Man takes a -10 penalty on this save as the gas is based on his physiology

Goblin Glider

Hobgoblin rides on a high speed Glider shaped like a bat. The Glider has a speed of 325ft. Hobgoblin has trained extensively in it’s use. He is treated as having Adroit Fly-by Attack while using it. Hobgoblin uses his Balance skill for all piloting checks needed.

The Glider has a Armor Rating: 18, hardness 10, and 60 hit points.

Pumpkin Bombs

The most popular weapon within the Hobgoblin’s arsenal are his deadly pumpkin bombs. Kingsley commonly uses two variety, standard and high-yield. He normally carries 15 standard and 5 high-yield. Pumpkin bombs require a ranged touch attack to strike.

The standard pumpkin bomb inflicts 10d6 damage, which is half piecing and half fire with a 5 ft. blast radius. The high-yield bomb inflicts 15d6 damage (1/2 piecing and ½ fire) with a 20 ft. blast radius.

Razor Bats

Hobgoblin normally carries two dozen razor bats within his pouch. The bats are treated as adamantine for the purpose of bypassing damage reduction and inflict 2d6 slashing damage. The bats will swarm targets they are hurled at, repeatedly striking their victims. Unless the victim breaks free with an Escape Artist check (DC = 10 + attack roll), they continue to take 2d6 damage each round per bat as the bats strike them over and over. Two bats can be thrown with a single attack roll.

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