Hobgoblin Archer (BB)
Creature 4 — hobgoblin, humanoid
SniperLANDhobgoblinhumanoid
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. These archers generally command these groups from a distance or higher ground and they make use of their keen senses to watch for strategic openings.
Source: menace-under-otari-bestiary
Perception +10; darkvision
Skills acrobatics +8, athletics +8, stealth +10
Str
+2
Dex
+4
Con
+2
Int
+0
Wis
+2
Cha
-1
Items Crossbow, Shortsword, Scale Mail
AC 23
Fort +10
Ref +12
Will +8
HP 50
Speed 25 feet
Offense
Melee Shortsword (agile, versatile-s) +12, Damage 1d6+4 piercing
Ranged Crossbow (reload-1) +14, range increment 120 feet, Damage 1d8+2 piercing plus Crossbow Precision
Abilities
Formation — When they're adjacent to at least two other allies, the hobgoblin archer gains a +1 circumstance bonus to AC and saving throws.
Crossbow Precision — The first time the archer hits with a crossbow attack in a round, they deal 1d8 extra precision damage.
Running Reload — The archer Strides, Steps, or Sneaks, then Interacts to reload.
WORKS WELL WITH
AnvilLANDA durable front line keeps enemies occupied while this archer strides, fires, and reloads without being closed on.
FlankerLANDA melee skirmisher forces targets to choose between the close threat and the precision damage coming from range.
SnareLANDA controller that slows or restrains a target removes its best counter to a kiting archer, difficult terrain and immobilization.
PUNISHES
✖ melee reliance✖ chasing skirmishers✖ slow parties
Two archers occupying the same firing formation compete for the same lines of sight and cover.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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