Hedge/Hobgoblins
Hobgoblins
Hobgoblins are the natives of the Hedge. Changelings are not. This cannot be stressed enough.
Typically, 'hobgoblin' refers to everything native, where 'hob' refers specifically to the humanoid variety.
Per the book, hobgoblins come in every variety of sentience/sapience, and every size. When using them in your scenes, please remember that even wild animals will recognize people, and will remember them as threats. If your hobgoblins have any intelligence at all, they are not going to appreciate being murdered.
A list of hobgoblins can be found below. Only very brief summaries are given, with quick-reference stats for combat purposes and books/page numbers where you can find the full details (Please do! The books have a lot of cool theme and background info in them!). Parentheses in skill lists indicate specialties. Where the book does not give stats, you will need to fudge a version of the base Hob stats below.
NOTE: Custom hobgoblins are marked with CUSTOM instead of a book/page #. If they were player-submitted, a link to that player's wiki page will be included, giving credit where credit is due!
For a list of hedgebeast stats, look here.
Contents
- 1 Hobgoblins
- 1.1 Hobs
- 1.2 Architects
- 1.3 Boggart Holes
- 1.4 Goblins Red in Tooth and Claw
- 1.5 The Grub Legion
- 1.6 Hunters
- 1.7 Merchants
- 1.8 The Niche
- 1.9 Pathmakers or "Red Hands"
- 1.10 The Sawbones of Pickwick Circus
- 1.11 Tinkers
- 1.12 The Triflesmiths
- 1.13 Wagon Train of Values
- 1.14 The Yellow Nurses
- 1.15 Animmaculates
- 1.16 Billy Birch
- 1.17 Blackhaw
- 1.18 Bladelings
- 1.19 Blindbirds, Creatures of Ill Omen
- 1.20 Bloodsuckle
- 1.21 Blunderbores
- 1.22 Boscage
- 1.23 Briarwolves
- 1.24 Bunyip
- 1.25 Burr Cadger
- 1.26 Butcherbranch
- 1.27 Cadwallop
- 1.28 The Chimera
- 1.29 Cobblebody
- 1.30 The Curator
- 1.31 Drudgemen
- 1.32 Enticers
- 1.33 Fae Swarms (Somnus)
- 1.34 Fenghuang
- 1.35 Freddy Cloversmith
- 1.36 Goblin Whore
- 1.37 Gloomdrake
- 1.38 Grandma Mara
- 1.39 Greedy Gob
- 1.40 Gumwort
- 1.41 Harvestmen
- 1.42 The Hob-Puppet
- 1.43 Inanimae
- 1.44 Laughing Ones
- 1.45 The Madam
- 1.46 Moonwing
- 1.47 Noppera-Bo
- 1.48 One-Hand Sam
- 1.49 Shadowbane
- 1.50 Shadow Wolves
- 1.51 Shimmerlings
- 1.52 Songwraith
- 1.53 Spenser's Nepenthe
- 1.54 Sprights
- 1.55 Terradont
- 1.56 Thralls
- 1.57 The Tikbalang
- 1.58 The Unmade
- 1.59 Vileshrikes
- 1.60 Widow Mactan, Solutions Broker
- 1.61 Will o' Wisps
- 1.62 Wyrd-mites
- 1.63 Zecher Mercy
- 1.64 Name
- 1.65 Name
Hobs
- Book - AN p.131
- Description - Hob appearance varies, but they are always bipedal, and roughly humanoid. They can be withered or robust, and are typically considerably shorter than a human. See book for further details. They are also always some variation of selfish, manipulative, ruthless and absent what humans would consider proper sympathy and compassion, notoriously poor at Social skills.
- Mental Attributes: Intelligence 3, Wits 5, Resolve 3
- Physical Attributes: Strength 3, Dexterity 2, Stamina 4
- Social Attributes: Presence 1, Manipulation 5, Composure 2
- Mental Skills: Investigation (Appraisal) 4, Medicine (Goblin Fruits) 2, Occult (The Hedge) 4
- Physical Skills: Brawl 1, Larceny 4, Stealth (Fair Escape) 3, Survival 3, Weaponry (Knife) 2
- Social Skills: Animal Ken (Hedge Beasts), Empathy 4, Intimidation 2, Persuasion (Negotiatons) 5, Subterfuge 4
- Merits: Eidetic Memory, Allies (Goblin Markets) 3, Contacts (Goblin Markets) 3
- Willpower: 6
- Init: 5
- Defense: 2
- Speed: 10
- Health: 8 (Size 4)
- Turns: Choose any one Contract which suits the Hob's personality and goals.
- Weapon/Attacks:
- (Type/Damage Range/Dice Pool)
- Brawl (0)B - 4
- Knife (1)L - 6
Architects
Boggart Holes
Goblins Red in Tooth and Claw
The Grub Legion
Hunters
Merchants
The Niche
Pathmakers or "Red Hands"
|
The Sawbones of Pickwick Circus
Tinkers
The Triflesmiths
Wagon Train of Values
The Yellow Nurses
|
Animmaculates
- Book - DitD p.98
- Description - A wide variety of hobgoblins which appear to be composed of clockwork/otherwise mechanical parts integrated in to the body of a normal animal, carnivorous or herbivorous. No one knows whether or not they are natural or created. Each is unique. They neither eat nor drink, nor excrete. See book for detailed descriptions. They are always at least as intelligent as the type of creature they resemble, and often more intelligent, some to the point of speech. They will attack if provoked, but will help if given fruit/tokens/info.
Automatiger
- Book: DitD p.99
- Mental Attributes: Intelligence 2, Wits 4, Resolve 3
- Physical Attributes: Strength 5, Dexterity 4, Stamina 4
- Social Attributes: Presence 4, Manipulation 1, Composure 3
- Mental Skills: Investigation 2, Occult 1
- Physical Skills: Athletics 4, Brawl 4, Stealth 5, Survival 4
- Social Skills: ANimal Ken 3, Intimidation 4, Subterfuge 3
- Merits: Danger Sense, Hollow 2 (Cave), Iron Stamina 3
- Willpower: 6
- Init: 7
- Defense: 4
- Speed: 14
- Health: 12
- Weapon/Attacks:
- (Type Damage Range Dice Pool)
- Claws/Bite (4)L - 9
Pandroid
- Book: DitD p.99
- Mental Attributes: Intelligence 1, Wits 2, Resolve 3
- Physical Attributes: Strength 3, Dexterity 2, Stamina 4
- Social Attributes: Presence 2, Manipulation 1, Composure 3
- Mental Skills: Medicine, Occult (book doesn't specify values)
- Physical Skills: Athletics 1, Brawl 2, Stealth 2, Survival 4
- Social Skills: Animal Ken 3, Empathy 2, Persuasion 2, Subterfuge 1
- Merits: Common Sense, Direction Sense, Quick Healer 4
- Willpower: 6
- Init: 5
- Defense: 2
- Speed: 10
- Health: 8
- Weapon/Attacks:
- (Type Damage Range Dice Pool)
- Claws/Bite (2)L - 9
Billy Birch
- Book - DitD p.100
- Description - Book has very specific really neato descriptions. Ten foot hob tree with Fae-like aspects who may be as old as the Hedge. Has special affinity for wind, and trades information for stories, any story, even if it's just reciting a TV show's plot. Only found when he wants to be found (i.e. ask Staff if you plan to use him in a PRP), and won't attack unless you attack him or lie to him. He hates lies.
- Mental Attributes: Intelligence 5, Wits 2, Resolve 5
- Physical Attributes: Strength 6, Dexterity 2, Stamina 8
- Social Attributes: Presence 5, Manipulation 2, Composure 5
- Mental Skills: Crafts 5 (Woodworking), Investigation 4, Occult 4 (True Fae)
- Physical Skills: Brawl 5, Stealth 7 (Quiet and Still)
- Social Skills: Animal Ken 3 (Hedge), Empathy 5, Expression 5 (Tale-spinner), Persuasion 4, Subterfuge 3
- Merits: Danger Sense, Eidetic Memory, Encyclopedic Knowledge, Natural Immunity, Toxin Resistance
- Willpower: 10
- Virtue: Temperance
- Vice: Wrath
- Init: 7
- Defense: 2
- Speed: 16 (species factor 8)
- Health: 16
- Wyrd: 5
- Contracts: Smoke 5, Stone 5
- Glamour/per turn: 14/5
- Armour: 5 (Natural Armour)
- Weapon/Attacks:
- (Type Damage Range Dice Pool)
- Gnarled Fists (2)L - 13
- Fae Aspects:
- Zephyr's Tale: Sim. to Dream contract "Pathfinder" -- as long as the wind is blowing, Billy can determine exactly who or what is in his immediate vicinity, and knows exactly which paths lead where, period, and secrets about the areas he is going through.
- Rising Ire: During combat only, Billy may activate any Stone clause without Glamour, without having to use the catch. In addition, the wind carries his howls of anger to ANY Hedge dweller/denizen, including Gentry, who will ALL leap to defend him. Yes, even Gentry will help him. No one knows why.
Blackhaw
- Book - DitD p.102
- Description - Rare, but long-lived, the Blackhaw trees can be found throughout the Hedge, in any climate. They are similar to mundane hawthorns, but they never bloom despite having berries, and they are solitary: only one tree will be in a given territory. Hedge denizens consider them bad luck. Flocks of ravens perch in their branches, but the ravens are part of the tree, with tentacles animating them. More or less, the tree deceives you and tries to turn you into fertilizer if you come within reach. See book for details.
- Mental Attributes: Intelligence 2, Wits 3, Resolve 2
- Physical Attributes: Strength 6, Dexterity 5, Stamina 5
- Social Attributes: Presence 2, Manipulation 4, Composure 3
- Mental Skills: Crafts 1, Investigation 1, Occult 2
- Physical Skills: Brawl 4, Larceny 1, Stealth 4, Survival 3
- Social Skills: Animal Ken 3, Empathy 2, Intimidation 3, Subterfuge 4
- Merits: Disarm, Fast Reflexes 2, Iron Stomach, Strong Back
- Willpower: 5
- Init: 8
- Defense: 5
- Speed: 14
- Health: 13
- Weapon/Attacks:
- (Type Damage Range Dice Pool)
- Claws (2)L - 10
- Peck/bite (3)L - 10
- Constrict (4)L L 10
Bladelings
- Book - ER p.143
- Description - Old, down-turned metal swords gliding slowly a few feet above the ground, of mysterious origin, which burst into flame before attacking. They guard entrances into Arcadia. Unbribable, unflappable automatons.
- Mental Attributes: Intelligence 1, Wits 3, Resolve 5
- Physical Attributes: Strength 3, Dexterity 5, Stamina 5
- Social Attributes: Presence 1, Manipulation 0, Composure 5
- Mental Skills: Investigation 4 (Sentry)
- Physical Skills: Athletics 5, Weaponry 5 (Sword)
- Social Skills: Intimidate 3 (Jabs and Swipes), Subterfuge 3 (Feints)
- Merits: Danger Sense, Disarm, Fast Reflexes 2, Weapon Finesse
- Willpower: 10
- Init: 12
- Defense: 3
- Speed: 18 (species factor 10)
- Health: 10
- Wyrd: 5
- Contracts: Elements (Fire) 2, Stone 1
- Glamour/per turn: 14/5
- Automaton: Cannot be intimidated/coerced. Don't take wound penalties. Won't stop fighting until they are full Agg/broken. Take Agg from cold iron.
- Working in Concert: Multiple bladelings can act as one being. When two are nearby, they function as a single ambidextrous opponent with Fighting Style (Two Weapons) 4.
- Elemental Weakness: Submerging a fire-wreathed Bladeling in sufficiently cold water will not only produce a great deal of steam, but also cause the blade to shatter, destroying it.
- Weapon/Attacks:
- (Type Damage Range Dice Pool)
- Vicious Slice (4)L, may choose to disarm, 15
- Stab (3)L - 14
Blindbirds, Creatures of Ill Omen
- Book - ER p.138
- Description - Large, sleek black carrion birds. Ravens, condors, vultures, etc., but most are corvid. Their eyes universally appear to have been gouged out, often leaving burning pits behind, but they see perfectly well. They only approach if they feel they have something to gain, or if someone is so exhausted they look like easy prey. They speak of past events in the present tense and current events in the future tense. They never discuss the future.
- Mental Attributes: Intelligence 3, Wits 3, Resolve 4
- Physical Attributes: Strength 2, Dexterity 3, Stamina 2
- Social Attributes: Presence 3, Manipulation 2, Composure 3
- Mental Skills: Investigation 4, Medicine 3 (Diagnosis)
- Physical Skills: Athletics 3, Brawl 3 (Beak), Survival 3 (The Hedge)
- Social Skills: Animal Ken 3 (Birds), Intimidation 2, Persuasion 2
- Merits: Danger Sense, Direction Sense, Eidetic Memory, Encyclopedic Knowledge, Fast Reflexes 2, Fresh Start, Iron Stomach
- Willpower: 7
- Init: 8
- Defense: 3
- Speed: 15 (flight only; species factor 10)
- Health: 5
- Wyrd: 3
- Contracts: Dream 1, Hearth 1, Smoke 5, Darkness 2, Fang and Talon (Birds) 2, Fleeting Spring 1, Fleeting Autumn 2
- Glamour/per turn: 12/3
- Weapon/Attacks:
- (Type Damage Range Dice Pool)
- Beak (1)L - 7
- Eye-Gouge (1)L - 2 (on successful strike to eye, a character is blinded permanently in that eye, inflicting One Eye flaw and immediate penalties)
Bloodsuckle
- Book - AN p.120
- Description - A leafless woody vining plant with a root structure that splays out across the surface, rather than below. It is covered in jagged gray bark with splinters and cracks revealing red-brown gum between bark and core, and can either be spread around in a net, or twining up surfaces. It can be found in the wilderness or urban environments, and isn't picky about its prey: if you get close enough, it tries to lightning-swift snag you, entangle you and consume you, hopefully after you are dead. Not always. Book has a VERY DETAILED description of everything. Strongly recommend reading it, since it involves how to actually kill the buggers.
- Mental Attributes: Intelligence 1, Wits 3, Resolve 3
- Physical Attributes: Strength 3, Dexterity 2, Stamina 3
- Social Attributes: Presence 1, Manipulation 0, Composure 4
- Mental Skills: none
- Physical Skills: Athletics 2, Brawl 5 (Grapple), Stealth 4, Survival 3
- Social Skills: Animal Ken 1, Empathy 1, Subterfuge 3 (Camouflage)
- Merits: Fast Reflexes
- Willpower: 7
- Init: 6
- Defense: 3
- Speed: 8 (species factor 3)
- Health: 6
- Weapon/Attacks:
- (Type Damage Range Dice Pool)
- Brawl (Grapple) (0)B - 9
Blunderbores
- Book - GM p.37
- Description - Massive gorilla-like thugs with bodybuilder muscles. They aren't too bright, but they're extremely loyal, and enjoy kneecapping people/otherwise beating them up. Often used as guards in markets. They can speak, but words are simple and whistly around massive shovel tusks in bulldog lower jaws. See book for more.
- Mental Attributes: Intelligence 1, Wits 2, Resolve 3
- Physical Attributes: Strength 7, Dexterity 3, Stamina 6
- Social Attributes: Presence 4, Manipulation 1, Composure 3
- Mental Skills: Investigation 2 (Tracking)
- Physical Skills: Athletics 3, Brawl 4 (Grapple), Stealth 2, Survival 2 (Hedge)
- Social Skills: Intimidation 3
- Merits: Brawling Dodge, Danger Sense, Fast Reflexes 2, Fighting Style (Boxing) 1, Iron Stamina 2, Strong Back, Toxin Resistance
- Willpower: 6
- Virtue: Faith
- Vice: Wrath
- Init: 7
- Defense: 2
- Speed: 15 (species factor 5)
- Health: 12 (Size 6)
- Weapon/Attacks:
- (Type Damage Range Dice Pool)
- Grapple (1)B - 12
- Bite (2)L - 12
Boscage
- Book - DitD p.103
- Description - They are very nearly Hedge elementals, and while they prefer green settings, they can adapt to nearly any environment. They are nearly 7' tall and humanoid in their true form, with a body made from growths in the environment and a face of aged, cracked wood. In more urban settings, this would be concrete and brick, with jagged claws of broken glass, etc. They are intelligent hunters who can create false trails to lure prey onto "trods" which don't truly exist.
- Mental Attributes: Intelligence 3, Wits 4, Resolve 3
- Physical Attributes: Strength 5, Dexterity 4, Stamina 4
- Social Attributes: Presence 3, Manipulation 5, Composure 3
- Mental Skills: Investigation 3, Occult 3
- Physical Skills: Athletics 4 (Hedge-climbing), Brawl 5 (Raking claws), Stealth 5 (Camouflage), Survival 4 (Hedge)
- Social Skills: Subterfuge 5
- Merits: Direction Sense, Iron Stamina 3, Quick Healer
- Willpower: 6
- Virtue: Prudence
- Vice: Gluttony
- Init: 7
- Defense: 4
- Speed: 15 (species factor 6)
- Health: 10
- Wyrd: 4
- Contracts: Dream 1, Elements (Hedge) 5, Smoke 2, Stone 1
- Glamour/per turn: 13/4
- Armor: 1 (Armor of the Element's Fury)
- Weapon/Attacks:
- (Type Damage Range Dice Pool)
- Claws (1)L - 12
Briarwolves
- Book - CtL p.173
- Description - Horrifying formerly-human seeming wolf hobs which can be both bipedal and quadrupedal at need. Devilishly clever. They eat both meat and the emotions of their prey, pain, fear, desperation, chasing their prey through the thorns.
- Mental Attributes: Intelligence 2, Wits 3, Resolve 3
- Physical Attributes: Strength 3, Dexterity 4, Stamina 4
- Social Attributes: Presence 1, Manipulation 1, Composure 2
- Mental Skills: Investigation 4 (Tracking)
- Physical Skills: Athletics 2, Brawl 5 (Claws), Stealth 5, Survival 3
- Social Skills: Animal Ken 3 (Prey Reactions), Intimidation 3
- Merits: Danger Sense, Brawling Dodge, Direction Sense, Fast Reflexes 2, Fleet of Foot 3, Fresh Start, Iron Stamina 3
- Willpower: 5
- Init: 8
- Defense: 3
- Speed: 15
- Health: 9
- Wyrd: 2
- Contracts: Darkness 5, Elements 1, Fang and Talon (Wolf) 4
- Glamour/per turn: 11/2
- Weapon/Attacks:
- (Type Damage Range Dice Pool)
- Brawl (0)B - 8
- Claws (1)L - 9
- Bite (2)L - 9
Bunyip
- Book - NH:GF p.28
- Description - A shapeshifting teensy weensy adoooorable hobgoblin which seems cute and fluffy, but really isn't. Especially geared toward human children, the terrifying and slow death thereof. See book for more mechanics. It has a few special traits not listed here.
- Mental Attributes: Intelligence 3, Wits 3, Resolve 2
- Physical Attributes: Strength 2, Dexterity 4, Stamina 2
- Social Attributes: Presence 4, Manipulation 4, Composure 3
- Mental Skills: none
- Physical Skills: Athletics 3 (Swimming), Brawl 2 (Tooth and Claw), Stealth 4, Survival 2
- Social Skills: Empathy 4 (Children), Expression 5 (Cute), Subterfuge 3
- Merits: Fast Reflexes 1, Strong Lungs 3, Unseen Sense (Fae) 3
- Willpower: 5
- Init: 8
- Defense: 3
- Speed: 12 (species factor 6)
- Size: 2
- Health: 4
- Wyrd: 5
- Glamour/per turn: 14/5
- Weapon/Attacks:
- (Type Damage Range Dice Pool)
- Bite (1)L - 5 (see Nightmare Fangs below)
- Claw (0)L - 4
- Nightmare Fangs: a bite which inflicts 1+ lethal damage injects a fae poison which makes the recipient see the bunyip s the manifestation of his deepest fears. Roll reflexive Stamina + Resolve - 4 (toxicity rating) to resist the poison. If the roll fails, the victim suffers -4 penalty to harm, chase or resist any other powers of the bunyip. Lasts 1 scene.
Burr Cadger
- Book - DitD p.104
- Description - A beggar that will harass characters until it gets what it wants. Those who comply are left alone, those who don't can't be rid of him. See book for details.
- Mental Attributes: Intelligence 2, Wits 2, Resolve 1
- Physical Attributes: Strength 3, Dexterity 2, Stamina 5
- Social Attributes: Presence 2, Manipulation 2, Composure 2
- Mental Skills: Investigation 2
- Physical Skills: Brawl (Cling) 2, Larceny 1, Stealth (Plain Sight) 4, Survival 2
- Social Skills: Persuasion 2, Socialize 2, Subterfuge 1
- Merits: Iron Stamina 3, Quick Healer 4
- Willpower: 3
- Init: 4
- Defense: 2
- Speed: 9 (species factor 4)
- Health: 9
- Turns:
- Wyrd: 1
- Glamour/per turn: 10/1
- Hate Magnet:: At the beginning of the scene (or when first meeting the Burr Cadger), the changelings must roll Resolve + Composure. Failure on this roll indicates how deeply they loathe this leafy beggar — they likely want to do violence to him. Those with the Charity Virtue are exempt from this roll.
- Healing Bargain:: Any time the Burr Cadger convinces someone to give him something of even meager value, he can heal a point of bashing or lethal damage.
- Hedge Merge:: By spending a Glamour point and succeeding on a Dexterity + Stealth roll, the Burr Cadger can literally merge with the Hedge wall, becoming almost entirely invisible — those seeking to find him suffer a penalty equal to his Stealth score (–4).
- Weapon/Attacks:
- (Type Damage Range Dice Pool)
- Brawl 0(L) - 6 (See Thorny Grip Below)
- Thorny Grip: 0(L) Grabs hold with barbed hands, clings tight
Butcherbranch
- Book - DitD p. 105
- Description - A giant gourmand who is both chef and kitchen, with all the equipment of his trade built into his body. He's like the Soup Nazi, if the Soup Nazi ate dissatisfied customers.
- Mental Attributes: Intelligence 3, Wits 3, Resolve 5
- Physical Attributes: Strength 4, Dexterity 4, Stamina 3
- Social Attributes: Presence 2, Manipulation 2, Composure 4
- Mental Skills: Crafts (Cooking) 4, Investigation (Find Ingredients) 3
- Physical Skills: Brawl 3, Larceny 1, Stealth 1, Survival (Tracking) 5, Weaponry 4
- Social Skills: Animal Ken 3, Intimidation 3
- Merits: Ambidextrous 3, Fighting Style: Two Weapons 4, Hardy 2
- Willpower: 9
- Init: 8
- Defense: 3
- Speed: 13
- Health: 10
- Wyrd: 5
- Glamour/per Turn: 14/5
- Contracts: Eternal Autumn 3, Stone 2
- Fey Food: The food that comes as a result of the Butcherbranch's work can replenish Glamour. However many successes the hob receives on its Dexterity + Crafts roll (to cook the meal) is the number of Glamour points available in that meal. It can be split by a number of eaters. The glamour spread is proportionate to how much of the meal is eaten. If the hob gains four successes, and the meal thus has four Glamour points available, a character who eats half of that meal would gain two Glamour points.
- Many-Limbed Protection: He does not find his Defense diminished by a series of incoming attacks. He can also spend two points of Glamour to double his Defense for the next turn.
- Stalking Walk: When the hob hunts, it appears as if he's just walking slowly. But, he moves with unerring speed, especially when he's stalking prey for his meals. The hob can spend a point of Glamour and roll Resolve + Composure: successes on this roll become bonus dice to the hob's Foot Chase rolls for the remainder of the scene (maximum of +5)
- Tireless: This hob never needs to sleep, and soldiers on without any fatigue penalties.
- Weapon/Attacks:
- (Type Damage Range Dice Pool)
- Meat Cleaver 2(L) - 10
- Meat Tenderizer 4(B) - 12
- Tongue Lash 0(L) 3/6/12 7 (Does no damage, but delivers Toxicity 4 poison to skin)
Cadwallop
- Book - DitD p.106
- Description - Cruel deceiver who feeds off fear and desperation. Sim. to Noppera-Bo, but he doesn't want to KILL his victims. Sure, he gets them even more lost than before instead of guiding them, tricks them into thinking he is helping them, but it's with the goal of rewards, or food, or an "early" payment. Flees when trickery is discovered/suspected. Coward.
- Mental Attributes: Intelligence 3, Wits 3, Resolve 3
- Physical Attributes: Strength 2, Dexterity 3, Stamina 2
- Social Attributes: Presence 5, Manipulation 4, Composure 3
- Mental Skills: Investigation 3, Medicine 1, Occult 1
- Physical Skills: Athletics (Leaping) 5, Brawl 1, Larceny 3, Stealth 3, Survival 1
- Social Skills: Empathy (Sense Fear) 4, Persuasion 3, Socialize 3, Subterfuge 5
- Merits: Fleet of Foot 3, Striking Looks 2
- Willpower: 6
- Virtue: Charity
- Vice: Lust
- Init: 6
- Defense: 3
- Speed: 13
- Health: 7
- Wyrd: 2
- Contracts: Smoke 2, Vainglory 2
- Glamour/per Turn: 11/2
- Armor: 0/0
- Buoyant Leap: For 2 Glamour, he triples jumping distances per WoD 66-7 for rest of scene.
- Feartongue: When he sees someone giving into fear, he can roll Wits + Empathy + Wyrd to gain successes' worth of Glamour.
The Chimera
- Book - ER p.139
- Description - Mysterious creature, torso/head look lion-like, eight arachnid eyes, ant-like mandibles, scorpion tail, scaly arms/legs. Moves like house cat through the Hedge with no trouble. Stalks the winding, solitary paths. Has a Court of lesser goblins to act as minions. Intelligent but feral.
- Mental Attributes: Intelligence 4, Wits 4, Resolve 4
- Physical Attributes: Strength 5, Dexterity 4, Stamina 5
- Social Attributes: Presence 3, Manipulation 3, Composure 4
- Mental Skills: Academics 2, Investigation (Puzzles) 3, Medicine 2, Occult 4, Politics 2
- Physical Skills: Athletics 3, Brawl (Claws, Mandibles, Tail) 5, Stealth (Hedge) 4, Survival (Tracking) 5
- Social Skills: Animal Ken 3, Empathy 2, Expression 3, Intimidation 4, Persuasion 3, Socialize 1, Subterfuge 1
- Merits: Direction Sense, Fleet of Foot 3, Hollow (Doors 2, Size 3, Wards 4), Iron Stamina 2, Retainer (Goblin Retinue) 5
- Willpower: 8
- Virtue: Prudence
- Vice: Wrath
- Init: 8
- Defense: 4
- Speed: 20 (species modifier 8)
- Health: 12
- Wyrd: 7
- Contracts: Dream 1, Mirror 4, Smoke 2, Elements 4, Fang and Talon 3, Stone 4
- Glamour/per Turn: 20/7
- Armor: 0/0
- Chimerical Flesh: No mundane attack will hurt it unless you use cold iron, which inflicts Agg.
- Ruled by Passion: See the True Fae aspect on CtL p.279.
- Goblin's Tongue: Spend 1 Glamour to gain +3 on all Social rolls (skill or attribute) against a hobgoblin for the rest of the scene.
- Scorpion's Tail: Tail is 8-10 feet long, thick as a man's thigh. Tail adds +2 dice to Bashing attacks. If attacking with barb, adds +2 Lethal damage. If barb strikes, Chimera may reflexively spend 3 Glamour to inject a Toxicity 7 poison into target.
- Weapon/Attacks:
- (Type Damage Range Dice Pool)
- Bash 0 (B) — 10
- Bite 2 (L) — 13
- Claw 1 (L) — 12
- Tail Bash 2 (B) — 13
- Sting 2 (L) May Poison 13
Cobblebody
- Book - DitD p.107
- Description - A hobgoblin with a body cobbled together from spare parts, Material world or otherwise. Boombox, marbles, dead hobs, coils of vine, etc.
- Mental Attributes: Intelligence 1, Wits 3, Resolve 3
- Physical Attributes: Strength 2, Dexterity 3, Stamina 3
- Social Attributes: Presence 2, Manipulation 1, Composure 1
- Mental Skills: Crafts 1, Investigation 3
- Physical Skills: Athletics (Foot Chase) 2, Brawl (Grapple) 3, Stealth 1
- Social Skills: Intimidation 2
- Merits: Direction Sense 1, Iron Stamina 2
- Willpower: 4
- Virtue: Fortitude
- Vice: Envy
- Init: 4
- Defense: 3
- Speed: 10 (species factor 5)
- Health: 6
- Wyrd: 1
- Contracts: Artifice 3
- Armor: 1/0
- Build-a-Body: Take 1 turn per item's Size to absorb item into flesh. For every 5 Structure points absorbed this way, the hobgoblin may add +1 to: any Physical Attribute, Size, or Wyrd. Costs 1 Glamour.
- Weapon/Attacks:
- (Type Damage Range Dice Pool)
Bum's Rush 2(B) n/a 7 Knockdown effect (WoD p.168)
The Curator
- Book - DitD p.95
- Description - Powerful telepathic hob, wizened man, scrunched and twisted. Part of/curator of The Museum. Destroying him destroys The Museum. Unemotional.
- Mental Attributes: Intelligence 3, Wits 3, Resolve 4
- Physical Attributes: Strength 2, Dexterity 2, Stamina 3
- Social Attributes: Presence 3, Manipulation 3, Composure 3
- Mental Skills: Academics 2, Investigation 4, Occult 3
- Physical Skills: Athletics (Flee) 3, Brawl (Escape Grapple) 3, Larceny 2, Stealth 3, Weaponry 1
- Social Skills: Expression 1, Intimidation 1
- Merits: Eidetic Memory 2, Encyclopedic Knowledge 4
- Willpower: 7
- Virtue: Charity
- Vice: Wrath
- Init: 5
- Defense: 2
- Size: 4
- Speed: 8 (species factor 4)
- Health: 7
- Wyrd: 3
- Contracts: Hearth 3
- Glamour/per Turn: 13/3
- Armor: 0/0
- For Every Action: Every display in the Museum has 4-10 points of Structure. Any time a Changeling does damage to a display's Structure, the Changeling takes 1B per Structure damage done.
- Stimulus, Response: Any time one of the displays evokes a powerful response (weeping, screaming, violence, giddiness, etc.) the Curator regains a point of Glamour.
- Weapon/Attacks:
- (Type Damage Range Dice Pool)
Thumb Knife 0(L) n/a 3 Small curved blade hooked around thumb
Drudgemen
- Book -
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Enticers
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Fae Swarms (Somnus)
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Fenghuang
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Freddy Cloversmith
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Goblin Whore
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Gloomdrake
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Grandma Mara
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Greedy Gob
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Gumwort
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Harvestmen
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The Hob-Puppet
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Inanimae
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Laughing Ones
- Book -
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The Madam
- Book -
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Moonwing
- Book -
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Noppera-Bo
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One-Hand Sam
- Book -
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Shadowbane
- Book -
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Shadow Wolves
- Book -
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Shimmerlings
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Songwraith
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Spenser's Nepenthe
- Book -
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Sprights
- Book -
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Terradont
- Book -
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Thralls
- Book -
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The Tikbalang
- Book - NH:GF p.118
- Description - Deceptive creature who can don a "mask" of someone comforting and reassuring to get bonuses to Persuasion and Manipulation rolls for a scene. If successful on a separate roll, the Tikbalang may know everything about its chosen victim, but not the victim's feelings; only hard data such as the score on their third spelling test in fourth grade.
- Mental Attributes: Intelligence 3, Wits 3, Resolve 2
- Physical Attributes: Strength 2, Dexterity 5, Stamina 4
- Social Attributes: Presence 1, Manipulation 5, Composure 2
- Mental Skills: Investigation 2
- Physical Skills: Athletics 5 (Foot Chase), Brawl 3, Stealth 5 (Plain Sight), Survival 5 (Tracking)
- Social Skills: Intimidation 4, Subterfuge 4
- Merits: Direction Sense, Fleet of Foot 3, Giant, Hardy
- Willpower: 4
- Virtue: Hope
- Vice: Wrath
- Init: 7
- Defense: 3
- Speed: 15
- Size: 6
- Health: 10
- Wyrd: 5
- Glamour/per turn: 14/5
- Armour: n/a
- Weapon/Attacks:
- (Type Damage Range Dice Pool)
- Claw (1)L - 6
The Unmade
- Book -
- Description -
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Vileshrikes
- Book -
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Widow Mactan, Solutions Broker
- Book -
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Will o' Wisps
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Wyrd-mites
- Book -
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Zecher Mercy
- Book -
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Name
- Book -
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Name
- Book -
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