Small humanoid (goblinoid), chaotic evil

Armor Class 13
Hit Points 13 (3d6 + 3)
Speed 30 ft.

12 (+1) 17 (+3) 12 (+1) 8 (-1) 13 (+1) 6 (-2)

Skills Acrobatics +5, Perception +3, Intimidation +1, Stealth +5
Senses darkvision 60 ft., passive Perception 13
Languages Common
Proficiency Bonus +2
Challenge 1 (200 XP)


  • Fear of Canines. The hobyah is frightened while it is within 30 feet of a canine that it can see or hear.
  • Grappler. The hobyah has advantage on attack rolls against any creature grappled by it.
  • Pack Tactics. The hobyah has advantage on an attack roll against a creature if at least one of the hobyah’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
  • Siege Monster. The hobyah deals double damage to objects and structures.
  • Sunlight Sensitivity. While in sunlight, the hobyah has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.


  • Multiattack. The hobyah makes two attacks: one with its Bite and one with its Claws.
  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  • Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage and the target is grappled (escape DC 13) if it is a Medium or smaller creature. Until this grapple ends, the hobyah can’t use its claws on another target.


  • Rampage. When the hobyah reduces a creature to 0 hit points with a melee attack on its turn, the hobyah can take a bonus action to move up to half its speed and make a bite attack.


  • Hobyah! Hobyahs can’t stay quiet when excited. When a creature is within 30 feet of the hobyah, it begins yelling its intentions, audible within 300 feet of it. The hobyah continues to yell until the creature moves out of range and for 1d4 of the hobyah’s turns afterward. Look Me! When a creature the hobyah can see starts its turn within 5 feet of the hobyah, the hobyah can terrify it into submission. If the creature can see the hobyah, it must succeed on a DC 11 Wisdom saving throw or be frightened until the end of its turn.


Hobyahs appear as hunchbacked, gray-skinned beings with long, gangly limbs and gnarled, claw-like fingers. Their eyes are glowing yellow, and their mouths are filled with sharp, pointed teeth. Hobyahs often wear tattered, dark clothing, which allows them to blend into the shadows as they skulk and creep through the night.

Hobyahs are infamous for their sinister habits of kidnapping people and using them as a source of food. They move in small bands, traveling under the cover of darkness to avoid detection. When they find a target, they emit eerie, high-pitched cries, announcing their sinister intentions.

The hobyahs’ most common targets are defenseless individuals, such as the elderly and children. They are particularly drawn to those living in secluded dwellings, making them easy prey for their nefarious deeds.

Their preferred method of attack involves overwhelming their prey with sheer numbers and taking advantage of their pack tactics. While some hobyahs distract and disorient their victims, others launch savage assaults with their teeth and claws.

However, hobyahs are not invincible. They fear ferocious dogs. The barks and bared teeth of a brave canine can drive these goblin-like creatures away, thwarting their wicked plans. But when there is no such guardian, hobyahs can be ruthless and merciless, abducting their victims and taking them to their dark lairs.

Hobyahs prefer to dwell in dense forests and overgrown grasslands, where they can easily hide from prying eyes and unsuspecting victims. They are nocturnal creatures, lurking in the darkness, waiting for the opportune moment to strike.

Their penchant for kidnapping and terrorizing has spread fear among those who know of their existence. Local folklore and tales often warn people to be cautious at night, especially in areas where the hobyahs are said to dwell.

Section 15: Copyright Notice

5E RPG: Celtic Bestiary. Copyright 2023, Mal and Tal Enterprises, LLC; Author Michael Tresca.

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