Azgar — Hobgoblin Pretender of Kazan

Azgar — Hobgoblin Pretender of Kazan

Azgar, the scarred red-skinned hobgoblin pretender of Kazan, in black iron armour beneath crimson military standards before the fortified city
Azgar beneath his crimson standards, guarding his claim to Kazan with disciplined hobgoblin soldiers and the formidable power of the Red-Banner Quarter.

Kazan · Volga Frontier · Hobgoblin Warlord · Red-Banner Quarter

Azgar does not have to conquer Kazan in a single night. His sentries guard the grain doors, his scribes register every crate passing the eastern quays, and his captains can close three river roads before Myev Stone-Eye finishes calling her chiefs. He calls himself khan. For now, only his own households answer that title without hesitation.

At the fortified river city of Kazan, Myev Stone-Eye remains the recognised orc khan. Azgar is her disciplined hobgoblin rival: neither a harmless camp follower nor the ruler of the entire realm. He controls soldiers, archives, provision depots and a permanent community of families. The wiser merchants pay attention to both sets of seals. A mistake can ruin a caravan; a forged order can start a civil war.

Azgar at a Glance

Name Azgar
People Hobgoblin
Title Pretender of Kazan
Seat Red-Banner Quarter
Alignment Lawful Evil
5.5e / 5e CR 8 (3,900 XP)

Authority, Allegiances and Military Household

Role. Hobgoblin warlord, rival claimant and commander of the Red-Banner Quarter.

Current struggle. Azgar seeks control of Kazan and the Volga crossings while Myev Stone-Eye remains the recognised orc khan.

Military base. The Red-Banner Quarter, Zogar’s war-camp and the outlying garrisons.

Languages. Goblin, Orc and regional Volga trade tongues.

Allies. Zogar, household elders, officers, armourers and indebted merchants.

Adversaries. Myev’s Scar-Chiefs, rival hobgoblin captains and hostile toll officials.

Faith. Varkesh’s doctrine of permanent standards, with Maglubiyet honoured among some war companies.

Other editions. Pathfinder 1e and D&D 3.5e: CR 8, using custom fighter 9-based conversions.

Encounter guidance. Azgar’s guards and officers are separate creatures, not included in his individual Challenge Rating.

Game Mechanics

Azgar is an original named NPC adapted from the commander and Banner Lord traditions described in the hobgoblin bestiary. His four edition versions are alternate ways to run the same character, never four simultaneous NPCs. These are custom tabletop conversions, not claimed as official published stat blocks. His guards, quartermasters and allied troops are separate creatures with separate encounter XP or CR.




Azgar — D&D 5.5e / 2024

Medium Humanoid (Goblinoid), Lawful Evil

AC 18 (chain mail and shield); Initiative +2 (12); HP 135 (18d8 + 54); Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 16 (+3) 12 (+1) 16 (+3)

Saving Throws Con +6, Wis +4, Cha +6; Skills History +6, Insight +4, Intimidation +6, Investigation +6, Perception +4, Persuasion +6; Senses Darkvision 60 ft., Passive Perception 14; Languages Goblin, Orc and regional tongues; CR 8 (3,900 XP; PB +3).

Traits

Formation Strike (1/Turn). Azgar deals an extra 7 (2d6) damage when he hits a creature that is within 5 feet of one of his conscious allies.

Master of the Red Banner. Hobgoblin allies within 30 feet who can see or hear Azgar have Advantage on saving throws against being Charmed or Frightened. This does not compel anyone to obey him.

War Council’s Preparedness. When Initiative is rolled, up to three willing allies within 30 feet who can hear Azgar can each move 10 feet without provoking Opportunity Attacks. This does not create allies or add them to Azgar’s CR.

Actions

Multiattack. Azgar makes three Backsword or Composite Bow attacks.

Backsword. Melee Attack Roll: +7, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage.

Composite Bow. Ranged Attack Roll: +5, range 150/600 ft. Hit: 6 (1d8 + 2) Piercing damage.

Sealed Orders (Recharge 5–6). Instead of Multiattack, Azgar chooses up to three willing allies within 60 feet who can hear him. Each can use its Reaction to move up to half its Speed without provoking Opportunity Attacks; up to two of them can then make one weapon attack each. The allies must be present and able to take Reactions.

Bonus Actions

Mark for Seizure. Azgar designates one creature he can see within 60 feet. The first allied weapon attack that hits that target before the start of Azgar’s next turn deals an extra 7 (2d6) damage. Only one target can be marked at a time.

Reaction

Interpose the Standard (1/Round). When Azgar is hit by an attack, an adjacent willing ally can use its Reaction to become the target instead; the original attack roll is compared with the ally’s AC. Azgar cannot use this reaction without such an ally.

Optional Stronghold Effects — Only in the Red-Banner Quarter

At Initiative count 20 (losing ties), Azgar may direct one prepared stronghold effect, provided he is conscious and his garrison infrastructure remains under his control: Close the Gates (a visible unlocked gate within 60 feet is shut and barred by existing guards); Call the Roll (one existing ally within 60 feet immediately repeats a save against the Frightened condition); or Signal the Watch (a warning alarm carries through the quarter). He cannot repeat the same effect on consecutive rounds. These original, optional location effects neither conjure troops nor change Azgar’s printed CR; add any arriving guards to encounter XP separately.

Azgar — D&D 5e / 2014

Medium humanoid (goblinoid), lawful evil

Armor Class 18 (chain mail, shield); Hit Points 135 (18d8 + 54); Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 16 (+3) 12 (+1) 16 (+3)

Saving Throws Con +6, Wis +4, Cha +6; Skills History +6, Insight +4, Intimidation +6, Investigation +6, Perception +4, Persuasion +6; Senses darkvision 60 ft., passive Perception 14; Languages Goblin, Orc, regional tongues; Challenge 8 (3,900 XP; proficiency bonus +3).

Martial Advantage (1/Turn). Azgar deals an extra 7 (2d6) damage on a weapon hit against a creature within 5 feet of an ally who isn’t incapacitated. This custom leader-scale variant does not stack with other Martial Advantage.

Master of the Red Banner. Hobgoblin allies within 30 feet who can see or hear Azgar have advantage on saving throws against being charmed or frightened.

Prepared Positions. When initiative is rolled, three willing allies within 30 feet can each move up to 10 feet without provoking opportunity attacks.

Actions

Multiattack. Azgar makes three attacks with his backsword or composite bow.

Backsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Composite Bow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Sealed Orders (Recharge 5–6). Instead of his Multiattack, Azgar chooses up to three willing allies within 60 feet who can hear him. They can each use their reaction to move up to half their speed without provoking opportunity attacks; up to two can each make one weapon attack after moving.

Bonus Actions

Mark for Seizure. Azgar chooses a visible creature within 60 feet. The first allied weapon attack to hit that creature before the start of Azgar’s next turn deals 7 (2d6) additional damage.

Reactions

Interpose the Standard. When Azgar is hit, one adjacent willing ally can use its reaction to become the target instead; compare the original attack roll against the new target’s AC.

Optional Garrison Actions. Use the three Red-Banner Quarter stronghold effects from the 2024 tab, with the same restrictions. These are original optional encounter additions, not standard lair powers or included allied creatures.

Azgar — Pathfinder 1e

Azgar CR 8; XP 4,800; male hobgoblin fighter 9 (custom NPC); LE Medium humanoid (goblinoid); Init +6; Senses darkvision 60 ft., Perception +11.

Defense

AC 24, touch 13, flat-footed 22 (+7 armour, +3 shield, +2 Dex, +1 deflection, +1 natural); hp 85 (9d10 + 36); Fort +10, Ref +6, Will +7 (+9 vs. fear).

Offense

Speed 30 ft.; Melee +1 longsword +15/+10 (1d8+7/19–20); Ranged masterwork composite longbow +12/+7 (1d8+4/×3); Base Atk +9; CMB +13; CMD 26.

Statistics

Str 18, Dex 14, Con 16, Int 16, Wis 12, Cha 16; Feats Combat Reflexes, Improved Initiative, Iron Will, Leadership (narrative only), Power Attack, Quick Draw, Shield Focus, Toughness, Weapon Focus (longsword), Weapon Specialization (longsword); Skills Diplomacy +15, Intimidate +19, Knowledge (engineering) +10, Knowledge (local) +14, Perception +11, Profession (soldier) +13, Ride +10, Sense Motive +12, Stealth +8; Languages Goblin, Orc, regional trade tongues.

Special Abilities — Original Conversion

Sealed Orders (Ex; 1/Combat). As a standard action Azgar commands up to three allies within 60 ft. who hear him. Each may spend an immediate action to move 10 ft. without provoking attacks of opportunity; one of those allies may instead make a single weapon attack. No extra creatures appear.

Red-Banner Discipline (Ex). Hobgoblin allies within 30 ft. who hear or see Azgar gain a +2 morale bonus on saves against fear and charm effects; this does not stack with other morale bonuses.

Mark for Seizure (Ex; 3/Day). As a swift action choose one visible foe within 60 ft.; the next ally to hit that foe before Azgar’s next turn deals +2d6 precision damage. Creatures immune to precision damage ignore the bonus.

Equipment. +1 breastplate, +1 heavy steel shield, +1 longsword, masterwork composite longbow (+4 Str rating), ring of protection +1, amulet of natural armor +1, cloak of resistance +1, military seal, ledger keys. His soldiers and household attendants are separate encounters.

GM note. This fighter-based custom NPC is an encounter-ready conversion, not a verbatim Paizo stat block. Check magic gear and encounter CR against the party’s level and wealth.

Azgar — D&D 3.5e

Azgar CR 8; male hobgoblin fighter 9 (custom NPC); LE Medium Humanoid (Goblinoid); Init +6; Senses darkvision 60 ft., Listen +8, Spot +8.

Defense

AC 23, touch 13, flat-footed 21 (+6 armour, +3 shield, +2 Dex, +1 deflection, +1 natural); hp 79 (9d10 + 30); Fort +10, Ref +6, Will +7.

Offense

Speed 30 ft.; Melee +1 longsword +15/+10 (1d8+7/19–20); Ranged masterwork composite longbow +12/+7 (1d8+4/×3); Base Atk +9; Grapple +13.

Statistics

Str 18, Dex 14, Con 16, Int 16, Wis 12, Cha 16; Feats Combat Reflexes, Improved Initiative, Iron Will, Leadership (for campaign scale only), Power Attack, Quick Draw, Combat Expertise, Toughness, Weapon Focus (longsword), Weapon Specialization (longsword); Skills Diplomacy +15, Intimidate +19, Knowledge (architecture and engineering) +10, Knowledge (local) +14, Listen +8, Ride +10, Sense Motive +12, Spot +8; Languages Goblin, Orc, regional Volga languages.

Special Abilities — Original Conversion

Sealed Orders (Ex; 1/Encounter). As a standard action, Azgar directs up to three allies within 60 ft. who can hear him. Each may use an immediate action to move 10 ft. without provoking attacks of opportunity; one instead can make a single weapon attack. An ally must be present and capable of acting.

Red-Banner Discipline (Ex). Hobgoblin allies within 30 ft. gain +2 morale on saves versus fear and compulsion while they see or hear him.

Mark for Seizure (Ex; 3/Day). As a swift action designate a visible enemy within 60 ft.; the next allied hit before Azgar’s next turn deals +2d6 precision damage if the target is vulnerable to precision damage.

Possessions. +1 breastplate, +1 heavy shield, +1 longsword, masterwork composite longbow (+4 Str rating), ring of protection +1, amulet of natural armor +1, cloak of resistance +1, order tablets and an engraved seal. Followers gained through Leadership do not automatically accompany him or affect his printed CR.

GM note. Original, playable approximation of a high-ranking hobgoblin fighter using 3.5e terminology; apply ordinary 3.5e rules for combat actions and magic equipment.

What Is Azgar Doing Right Now?

Counting the Winter Grain

Azgar has ordered every sack in the Red-Banner Quarter weighed twice. He says Myev’s toll officers are stealing rations from soldiers’ children. One inspector has gone missing with a copied ledger; the disappearance could prove fraud in either court.

Testing Myev’s Seals

His officers have begun issuing rival toll warrants at contested crossings. No decree openly declares war, but merchants who refuse Azgar’s seal are detained for questioning. He is testing which families value safe trade over personal loyalty to the orc khan.

Dividing His Own Council

Zogar wants a decisive seizure of the gates. Senior household elders insist that grain, workshops and children cannot survive a long siege. Krog advises a night of oath-taking at the old shrine. Azgar lets each faction think it still has his ear.

The Man Behind the Red Banner

Appearance and Manner

Azgar wears well-maintained iron armour, an old scar across his lower face and a heavy officer’s mantle without a crown. He keeps two seals: one for military instructions and one bearing his disputed title. He speaks quietly and demands precise answers. A captain who reports a missing cart without naming its driver is dismissed to find out.

Personality, Ideals, Bonds and Flaws

Ideal — Continuity: a state survives only if orders, granaries and duties outlive its ruler. Bond — The Red-Banner Quarter: its households are more important to him than the glory of a single battle. Flaw — Suspicion: he mistakes independence for betrayal and records grudges as carefully as grain debts. Private fear: his own commanders may discover they can govern without him.

Faith and Political Loyalties

Azgar respects the old hobgoblin teaching of Varkesh, the First Standard: a worthy order must continue after the commander is dead. Some of his veteran companies venerate Maglubiyet, while the shaman Krog bargains with older powers. Azgar permits the rival customs when they preserve discipline and cannot easily be exploited by Myev’s agents. He is not a governor appointed by the Ninefold Dominion and does not obey its First Marshal.

People and Factions Around Azgar

Myev Stone-Eye — legitimate khan and chief rival. Azgar admires her ability to hold quarrelling clans together but believes a realm cannot survive when a distant Scar-Chief may withhold a muster.

Zogar — field commander. A disciplined, forceful hobgoblin who believes the city can be taken by cutting the river roads; his impatience could ruin years of Azgar’s careful preparation.

Krog — shaman and uneasy ally. His oath-making ceremonies win frightened retainers, but Azgar distrusts debts that cannot be entered in a ledger.

The household elders — civil support and potential opponents. Quartermasters, widows, armourers and veteran judges tolerate Azgar because he feeds their families. A siege that starves the quarter will turn them against him.

Outside powers. Envoys from the Great Horde and Muscovy watch Kazan’s divided government. Azgar will trade information, hostages or favourable tariffs, but he will not quietly become another ruler’s subordinate.

Using Azgar in Play

First Audience

Three guards collect weapons but do not insult visitors. Azgar receives the party beside a table of grain tallies rather than upon a throne. He asks who paid their passage, whose seal opened the last river gate, and whether they will carry a written guarantee back to Myev. Honest answers may earn a safe-conduct; vague boasts earn an escort back outside.

Running the Encounter

Azgar prefers a defended command room or orderly field camp, with one clear exit for negotiation. He begins by ordering his existing troops into cover, directing his captains toward isolated opponents and seeking surrender rather than annihilation. He flees if his remaining soldiers can escort civilian dependants to safety. If the party exposes false accounts, secures the families or offers an enforceable truce, he can negotiate without losing his essential identity.

Encounter building: use the standalone CR 8 Azgar profile above, then choose additional hobgoblin legionaries, captains or engineers for the actual encounter. A field commander’s retinue is never free XP or an automatic summon. Do not add every named Kazan character to a single combat merely because they appear in this article.

Adventure Hooks

The Second Seal

Clue: two toll receipts have the same signature but different seals. Choice: expose Azgar’s forgery, discover a corrupt orc steward or negotiate a neutral river office. Consequence: whichever faction controls the tolls can pay its soldiers before the next muster.

The Empty Barracks

Clue: families in the Red-Banner Quarter have vanished, yet their grain portions are still collected. Choice: search the register, free captives or reveal the officers profiting from phantom names. Consequence: the household elders can become Azgar’s strongest supporters or his fiercest enemies.

The Night of Written Oaths

Clue: Zogar arranges a midnight muster while Krog prepares witnesses for an oath sworn over an ancient iron standard. Choice: warn Myev, broker a truce or infiltrate the council. Consequence: an attempted coup can be stopped by convincing the garrison it will lose the food and families it claims to protect.

Not a Puppet of the Dominion

Clue: an outsider arrives bearing imperial-style orders for the red-banner garrisons. Choice: test the messenger’s authority, exploit Azgar’s pride or defend his independence against a foreign claim. Consequence: Kazan’s dispute becomes part of a wider contest over who commands the hobgoblin people.

Equipment, Retinue and Rewards

Azgar carries a serviceable backsword, a composite bow, a battered military shield, chain mail for the fifth-edition profile, two engraved seals, account tablets, a master key to the grain houses and a private roll of favours owed. The Pathfinder and 3.5e builds use their listed magic equipment in place of the fifth-edition kit. His most valuable possessions are his records: proof of stolen tolls, contested pledges and merchants who have secretly promised supplies to both sides.

The party may gain a red-banner safe-conduct, an armoured river escort, evidence against a corrupt captain or help in negotiating an end to the succession crisis. These rewards can be more useful than the warlord’s sword.

Related Locations, Creatures and Characters

Rules and Source Notes

Azgar, his personal actions, red-banner political crisis and all four conversions are original campaign material designed for the present setting. The realm’s setting continuity follows the Khanate of Kazan entry; broader goblinoid culture and formation-warfare conventions are cross-referenced to the hobgoblin bestiary. Historical Kazan’s Volga frontier is a geographic inspiration, not evidence that a real historical khan was a hobgoblin. D&D, Pathfinder and their respective rules belong to their rights holders. Check the relevant site-wide SRD and licensing notices before reproducing rules text elsewhere.

Art attribution: original commissioned fantasy portrait of Azgar in the fortified approaches to Kazan; his crimson standards are his own and do not signify allegiance to the Ninefold Dominion.

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