Hobgoblin

These twisted creatures swarm like hounds in the vanguard of raksha hunting parties, or slink like jackals in their wake. Others, separated from their masters over the years, lurk alone or in packs throughout Creation’s wilderness. Though the details of their appearance vary from place to place—furred and bestial in the North, scaly and jewelbright amid the Eastern jungles and the Southern sands, finned and gilled in the West or by the Dreaming Sea—they typically appear as gnarled manlike things with twisted dexterous limbs and viciously sharp talons and teeth.

Though hobgoblins can sustain themselves on the radiant energies of chaos, they find the terror of humankind far more nourishing. In combat, they flurry attacks with threaten actions to enrich that banquet of fear, play cat-and-mouse games with their victims rather than effect a clean kill, and carry off prisoners whenever possible to torture at their leisure.

Merits

 * Cold Iron Bane: Weapons made of iron deal aggravated damage to hobgoblins.

Special Attacks

 * Nightmare Ravages: Fear is a banquet to the hobgoblins. When the hobgoblin makes a decisive attack against an enemy it has successfully threatened earlier in the fight or that has an applicable Tie of fear, it gains a point of Willpower upon resetting to base Initiative. Hobgoblin battle groups instead regain a point of Magnitude when they deal decisive damage to a frightened enemy in Initiative Crash (this cannot increase their Size).
 * Sadistic Fervor: Hobgoblins relish the pain of living things. When a hobgoblin pays Willpower to add a success to an attack or rush against an enemy capable of feeling pain, it may add that enemy’s current wound penalty in bonus dice to the roll.