AC: 2 or better
Attacks: claw (1d6)
Special: spells (as Magic-User of level equal to hit dice); chilling laugh (causes paralysis with fear in beings 4HD or below on failed saving throw)
Hobgoblins have lairs in creepy locales, dark plots and sinister henchmen (villainous elves or dwarves, cyborg monstrosities, demons, or umber hulks are possibilities). All hobgoblins are mad to one degree or another (feel free to roll on a Palladium rpg insanity table or the like). Sometimes their madness dilutes their evil purpose, but it also increases their unpredictability.
If brought to zero hit points, hobgoblins will often explode--messily. They will reform by the next new moon unless their soul is found and destroyed. Their souls are always kept hidden but generally close by. They have the appearance of insects or other crawling things molded from congealed shadow--inky black, confection-sticky,and unpleasant in texture. These souls can be destroyed by fire or magic, but possessing one affords a means to leverage a hobgoblin to do the possessors bidding.
And that's 700 posts, folks.Thanks for reading!