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Hobgoblin Archer

Creature 4 — hobgoblin, humanoid

Bands of hobgoblin soldiers typically have at least one archer among their ranks. In smaller groups, the hobgoblin archer also serves as that band's captain. 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 whi

Source: pathfinder-monster-core

Perception +10
Skills acrobatics +8, athletics +8, stealth +10
Str
+2
Dex
+4
Con
+2
Int
+0
Wis
+2
Cha
-1
AC 23 Fort +10 Ref +12 Will +8
HP 50
Speed 25 feet

Offense

Melee Shortsword +12, Damage 1d6+4 piercing
Ranged Crossbow +14, Damage 1d8+2 piercing

Abilities

Formation — When it's adjacent to at least two other allies, the hobgoblin archer gains a +1 circumstance bonus to AC and saving throws. This bonus increases to +2 to Reflex saves against area effects.
Crossbow Precision — The first time the archer hits with a crossbow attack in a round, it deals 1d8 extra precision damage.
Perfect Aim — The hobgoblin archer ignores the Concealed condition. Their targets don't benefit from lesser cover, and they reduce the AC bonus from standard cover by 2 against the hobgoblin archer's attack.
Running Reload — The archer Strides, Steps, or Sneaks, then Interacts to reload.

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