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Hobgoblin GeneralCreature 6


LEMediumGoblinHumanoid
Source Pathfinder Bestiary
Perception +13 (darkvision)
Languages Common, Goblin
Skills Acrobatics +12, Athletics +15, Intimidation +14, Stealth +12
Str +4, Dex +3, Con +2, Int +0, Wis +1, Cha +2

AC 25; Fort +12; Reflex +15; Will +13;
HP 90
Speed 25 feet

Glaive One Action +17 (+12, +7) to hit (deadly d8, forceful, reach) 1d8+10 Slashing
Composite Shortbow One Action +15 (+10, +5) to hit (brutal, deadly d10, propulsive, range increment 60, reload 0) 1d6+8 Piercing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

General's Cry

When a hobgoblin general rolls initiative, as long as they can perceive at least one foe, they can yell a mighty battle cry. The hobgoblin general attempts an Intimidate check to Demoralize a single foe within 60 feet as a free action. If successful, any ally with the goblin trait can, as its first action on its first turn of the combat, Stride up to double its speed as a single action.

Formation

When it's adjacent to at least two other allies, the hobgoblin general gains a +1 circumstance bonus to AC and saving throws. This bonus increases to +2 to Reflex saves against area effects.

Polearm Critical Specialization

On a critical hit, the target of the critical hit is moved 5 feet in a direction of the hobgoblin general's choice.


Hobgoblin generals serve as leaders of entire armies and rulers of hobgoblin settlements. A general does not permit the luxuries of rule to soften them. They lead their forces on the field of battle and view this opportunity to excel in a fight at the head of an army as the true reward for a life spent honing one's skills in battle.


Hobgoblins may appear to outsiders to be the most civilized of goblinkind, but their civilization is hardly one of kindness and equality-instead, they revel in all that is militaristic, tyrannical, cruel, and destructive. Hobgoblins are singularly devoted to war, and their entire culture is built upon fostering and maintaining conflict while simultaneously proving their superiority in battle. Hobgoblins are highly organized, and they work efficiently and effectively in groups, whether that group is a small raiding party, a roving war band, or a fully regimented army. Hobgoblin rulers require little provocation before declaring war, and more often than not, such wars are waged to gain slaves or territory. Physically, hobgoblins stand about as tall as humans and have gray, ashen skin.

Hobgoblin society is organized along military lines, and every hobgoblin is effectively a member of the army. Each hobgoblin in a community has a rank in the military hierarchy, and individuals are naturally ambitious and obsessed with advancement. Hobgoblins are constantly expected to prove that they're fearless, ruthless, cunning, and strong. Demonstrating such aptitudes is an individual hobgoblin's best hope for promotion through the ranks, but failure leads only to cruel exploitation at the hands of their superiors. Though brutal, hobgoblin society is a true meritocracy, and all hobgoblins, regardless of age, gender, or birth, wield authority and earn respect from their peers based on their skill in battle. Even those individuals who serve in non-combat roles in hobgoblin society-blacksmiths, builders, cooks, messengers, quartermasters, and the like-know that they perform vital jobs that support the larger hobgoblin army, though they rarely rise above the rank of common soldier. Everyone contributes to the larger whole, ensuring that hobgoblin society is the strongest and most efficient it can be, and anyone who fails to do so is culled from the army and this hobgoblin society as dead weight. Hobgoblins don't usually engage in trade with other races, or even with other hobgoblin tribes, preferring to take what they want by force.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Goblin

A creature with this trait can come from multiple tribes of creatures, including goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.