Hobgoblin General
Creature 6 — hobgoblin, humanoid
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
Source: pathfinder-monster-core
Perception +13
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
Ref +15
Will +13
HP 90
Speed 25 feet
Offense
Melee Glaive +17, Damage 1d8+10 slashing
Ranged Composite Shortbow +15, Damage 1d6+8 piercing
Abilities
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 a single foe within 60 feet as a free action. If successful, any ally 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.
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