Hobgoblin (CR 1/2)

Medium Humanoid (Goblinoid)
Alignment: Usually lawful evil
Initiative: +1 (Dex); Senses: darkvision 60 ft., Listen +2, and Spot +2


AC: 15 (+1 Dex, +3 studded leather, +1 light shield), touch 11, flat-footed 14
Hit Dice: 1d8+2 (6 hp)
Fort +4, Ref +1, Will -1
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple +2
Attack: Longsword +2 melee; or javelin +2 ranged
Full Attack: Longsword +2 melee; or javelin +2 ranged
Damage: longsword 1d8+1/19-20; or javelin 1d6+1
Special Attacks/Actions: -
Abilities: Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 8
Special Qualities:
Feats: Alertness
Skills: Hide +3, Listen +2, Move Silently +3, and Spot +2
Advancement: By character class
Climate/Terrain: Warm hill
Organization: Gang (4-9), band (10-100 plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level), warband (10-24), or tribe (30-300 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 2-4 dire wolves, and 1-4 ogres or 1-2 trolls)
Treasure/Possessions: Standard

Source: Monster Manual

Skills: Hobgoblins receive a +4 racial bonus to Move Silently checks.

Goblinoid Subtype

Goblinoids are stealthy humanoids who live by hunting and raiding and who all speak Goblin.