Among goblinkind, hobgoblins are generally considered the most civilized representatives, although the cruelty, destruction, and tyranny they perpetrate don't create a mutually beneficial society. Few species are so singularly dedicated to battle as the militaristic hobgoblins, whose entire culture and society are built around proving their martial superiority and fostering conflict wherever they go.
Hobgoblins possess the intelligence and sophistication their goblin cousins lack, and overcome their physical shortcomings when compared to bugbears by working efficiently in groups. Each tribe forms a small militia that raids towns and villages, an upstart army with ambitions of becoming a much greater force and sacking ever-larger settlements. Most of these roving bands of raiders are eventually rooted out by larger military and law enforcement forces or powerful parties of adventurers, but occasionally a hobgoblin commander realizes her vision of leading a large, regimented army comprising legions of hobgoblins from dozens of tribes, and marching to war against even the most militarily advanced and well-defended enemies.
Beyond spreading war through their own military conquests and incursions, hobgoblins also encourage other races and cultures toward more militant and war-mongering practices. Individual hobgoblins often integrate themselves into those cosmopolitan cities where they can find acceptance, almost always taking on violent jobs or assuming roles that allow them to sate their hunger for bloodshed. They might serve as intimidating enforcers for an underground crime syndicate, inspiring combatants in the bloodstained sands of the arena pit, or hired mercenaries in a military organization. In rare instances, a hobgoblin might even serve as a military strategist for a general or ruler who recognizes that the hobgoblin's innate ruthlessness and the harsh training he's received since childhood can present a unique advantage on the battlefield. In such instances, the hobgoblin advisor attempts to lead his liege ever toward war rather than away from it, even if he must lie or deceive in order to achieve the desired result.
Hobgoblins are generally wary of magic, especially arcane magic (which they refer to as "elf magic"). Instead, they prefer alchemy. Like an echo of goblins' obsession with fire, hobgoblins practice destructive alchemy that focuses on thrown splash weapons.
Typical hobgoblins stand only a few inches shorter than the average human, but what they lack in height they make up for in natural brawn. Most hobgoblins have gray skin, which darkens to a mossy green when exposed to the sun for extended periods of time. They often wear the clothes and armor of other humanoids they have defeated in battle or otherwise subjugated, adjusting such gear to fit their long arms and short legs.
Hobgoblins are born live after a gestation period of 6 months. Most hobgoblins are single births, though twins are not unheard of. Hobgoblin mothers tend to their infants' needs for only a few weeks, after which the child is forcibly weaned and raised in a nursery with its peers. A hobgoblin child grows much faster than its human counterpart, and is generally able to walk, speak basic Goblin, and fend for itself at about 6 months of age. Hobgoblin youths start their martial training when only a few years old. Such harsh conditions breed hardy soldiers, and those children who don't survive are seen as the necessary cost of building a strong and efficient army.
Hobgoblins rarely live to old age, as their violent lifestyle generally leads to death on the field of battle. Those who survive a career of war typically retire from active duty when they reach middle age, and either assume leadership roles within the hobgoblin military or serve as political advisors to a general or warlord. Even then, the inevitable weaknesses that come with old age eventually come to the notice of hobgoblins of lower standing, who take the opportunity to usurp their elders' roles. Such coups are generally not violent, but a hobgoblin removed entirely from the sphere of war generally falls ill within a few years and dies long before his body would otherwise give out.
For all hobgoblins' violent and destructive tendencies, their society is a true meritocracy, albeit a harsh and dangerous one for those who fail to prove their worth. All hobgoblins, regardless of age, gender, or pedigree, are granted exactly as much respect and authority as they earn through their martial prowess. Hobgoblins are ambitious and driven by an overwhelming urge to fight and spread war, but those who fill roles other than strictly military positions—blacksmiths, cooks, messengers, quartermasters, stable hands, and so on—understand that even their meager tasks are vital to the functioning of the larger army. Those hobgoblins who earn positions of power and influence must continue to prove their worthiness, as the slightest signs of weakness are exploited by the next person in line, ensuring that the army and hobgoblin society as a whole are always the strongest and most efficient they can be.
As a race, hobgoblins have the ability to build lasting settlements and a stable culture—they simply believe it's easier and more efficient to force those weaker than themselves to tend to their needs. Viewing themselves as superior to all other humanoids (including other goblinoids), hobgoblins take members of other races as slaves; they treat such slaves cruelly and regard them as having less value than even a bent and rusted blade. Captured enemy combatants are only rarely forced to serve in a hobgoblin army, as hobgoblins prefer the loyalty of their own kind. Hobgoblins also find it easier to take cultural innovations that they find useful from subjugated races than to create their own, for why make something new when it's already there?
Full statistics for hobgoblins can be found in their Bestiary entry.
The following section details an archetype, pieces of equipment, and several feats favored by hobgoblins.
The following archetype is common among hobgoblin alchemists, who wish to maximize their destruction.
Grenadiers train to exercise their talents in the thick of battle, even when not under the influence of their mutagens. They learn methods of combining weapon attacks with their alchemical magic, and sacrifice skill with poisons in order to become more adept at using alchemical bombs or using alchemical items in conjunction with their martial skills. As an unusual side effect of their skill at handling bombs and alchemical items with increased speed, grenadiers master the ability to drink potions, elixirs, and mutagens quickly and without exposing themselves to peril while doing so. A grenadier has the following class features.
Martial Weapon Proficiency: At 1st level, a grenadier picks one martial weapon and becomes proficient in its use. This ability replaces Brew Potion.
Alchemical Weapon (Su): At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist's fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question. The alchemical item takes full effect on the next creature struck by theweapon, but does not splash, spread, affect additional targets, or benefit from any other effects that specifically affect splash weapons. Any extra damage added is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after being applied if no blow is struck. Infusing a new alchemical item also removes the effect of any alchemical liquid or powder previously applied with this ability. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action. This ability replaces poison resistance.
Precise Bombs (Ex): At 2nd level, a grenadier gains the precise bombs alchemist discovery as a bonus discovery. This ability replaces poison use.
Directed Blast (Su): At 6th level, a grenadier can detonate a bomb so that it splashes in a 20-foot cone rather than affecting a radius. The cone starts at the alchemist and extends away from her in the direction she chooses. The alchemist designates one creature in the squares affected by the cone to be the target of the bomb and makes her attack roll against that creature; all other squares in the cone take splash damage. If the alchemist has the explosive bomb discovery and throws an explosive directed blast, the cone of splash damage is 30 feet long instead of 20 feet. This ability replaces swift poisoning.
Staggering Blast (Su): At 10th level, a grenadier's bombs become particularly overwhelming when they explode. Whenever a grenadier confirms a critical hit with a bomb, the creature directly struck by that bomb is staggered for 1d4+1 rounds. A successful Fortitude saving throw (DC equals the bomb's Reflex save DC to avoid splash damage) reduces the duration to 1 round. The effects of this ability stack with a frost bomb's staggering effect, but not with the effects of the Staggering Critical feat. Additional critical hits with bombs add to any duration remaining from previous ones. This ability replaces poison immunity.
Members of hobgoblin armies, as well as those members of the race who seek to spread war through influence, subterfuge, and sabotage, often take the following feats.
You possess a long pedigree of ruthless generals and military tacticians, and an army under your command is more difficult to rout as a result.
Prerequisite: Hobgoblin.
Benefit: When serving as a commander using the mass combat rules presented in Chapter 4 of Ultimate Campaign, you can add your class level to your army's Morale checks in place of your Charisma modifier.
You feed off the rush of victory over your enemies, and channel that fervor into battle.
Prerequisites: Challenge class feature, character level 7th.
Benefit: When the target of your challenge ability is killed or knocked unconscious, you can declare a new challenge target within 30 feet as an immediate action. This action must be taken immediately upon your initial challenge target's defeat, and you can't take it later if you are unable to act at the time. If you declare a new challenge using this feat, it doesn't count against your total daily uses of challenge. You can chain together a number of challenges beyond the first equal to your Charisma bonus (minimum 1).
You employ ruthlessness and malice to command other races of goblinoids to do your bidding.
Prerequisites: Cha 13, hobgoblin.
Benefit: You receive a +5 competence bonus on Knowledge (local) checks and Charisma-based skill checks regarding other goblinoids. If you have the Leadership feat, treat your leadership score as 2 higher when taking followers or a cohort with the goblinoid subtype.
Years of forcing your slaves and soldiers to march far beyond the limits of their endurance have made you an excellent taskmaster.
Benefit: When traveling overland, you and a number of allies equal to 10 times your character level reduce the amount of nonlethal damage taken as a result of a forced march by half. Creatures benefiting from this feat can delay the fatigued effect of a forced march for a number of hours equal to your Charisma modifier (minimum 1). A creature that delays this effect becomes exhausted instead of fatigued when the condition takes effect.
You find inspiration in your fellow soldiers, trusting that your shared training and dedication will bring you victory on the battlefield.
Benefit: Whenever you are within 10 feet of an ally benefiting from a spell or effect that grants a morale bonus on a particular type of roll, once during that effect's duration, you can apply that morale bonus on a roll you make of that type. For instance, if an ally with this feat is benefiting from heroism, once during the duration of the spell you could gain a +2 morale bonus on one saving throw, attack roll, or skill check. You can use this feat only once per round, and only once per spell or effect.
You are adept at instigating wars among those you advise or antagonize.
Prerequisites: Cha 13, hobgoblin.
Benefit: You gain Bluff and Diplomacy as class skills. In addition, you receive a +4 competence bonus on Bluff and Diplomacy skill checks when using either skill to convince another character to go to war against or attack another creature or group.
Hobgoblins tend to use equipment that aids them in battle, such as the following specialized gear designed by hobgoblin alchemists and war engineers.
Alchemical Sling Bullet
Price 5 gp; Weight 1 lb.
Used by hobgoblin alchemists to equip their comrades, these spherical glass vials can each be filled with 1 dose of an alchemical splash weapon, allowing them to be used as ammunition for a sling. On a hit, an alchemical sling bullet shatters, affecting the target with the alchemical solution within. This deals only the splash weapon's damage (if any), not the damage a sling bullet would normally deal. This attack resolves against the target's normal AC (rather than touch AC) as with a standard sling bullet, and uses the sling's range. An alchemical sling bullet does not deal splash damage to squares adjacent to the target. If an attack roll with an alchemical sling bullet misses, the bullet and its alchemical contents are destroyed, and do not risk detonating in another square.
Filling an alchemical sling bullet is a standard action that provokes attacks of opportunity, and you must succeed at a DC 15 Craft (alchemy) or Sleight of Hand check to avoid spilling the alchemical item on yourself. On a failed check, the splash weapon explodes in your square as though you were targeted by the item (including any splash effects on adjacent squares).
Bombchucker
Price 12 gp; Weight 1 lb.
This curved wicker basket is worn like a glove over one hand. The basket extends approximately 2 feet in a steady curve, allowing you to launch a thrown splash weapon at incredible speeds and over long distances. Using a bombchucker increases the range increment of any thrown splash weapon by 10 feet. Loading a bombchucker requires a free hand, as the hand wielding the bombchucker can't be used for any other purpose. A bombchucker doesn't get in the way of preparing and throwing a bomb created with the bomb class feature.
Fervor Juice
Price 50 gp; Weight —
This foul-tasting alchemical concoction grants those that imbibe it ferocity for a short period of time. This functions as the universal monster rule of the same name, and lasts for 1 hour from the time you ingest the solution. Crafting this item requires a successful DC 20 Craft (alchemy) check.
Signal Rocket
Price 100 gp; Weight 3 lbs.
You can use this rocket can deliver simple auditory and visual signals to an army from a distance. When used during mass combat, a signal rocket allows a commander to change strategy track with a higher degree of success than normal. A commander can launch a signal rocket while changing a strategy track by more than 1 step to grant his army a +5 circumstance bonus on its Morale check to implement his orders. Crafting this item requires a successful DC 15 Craft (alchemy) check.
Trusted with a small amount of authority, each sergeant or battlefield zealot commands and keeps tabs on fewer than a dozen warriors.
Hobgoblin Battlefield Zealot CR 2
XP 600
Hobgoblin cleric 2/fighter 1
LE Medium humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception +2
Defense
AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 shield)
hp 25 (3 HD; 2d8+1d10+6)
Fort +7, Ref +2, Will +5
Offense
Speed 30 ft.
Melee bastard sword +4 (1d10+2/19–20)
Ranged light crossbow +4 (1d8/19–20)
Special Attacks channel negative energy 3/day (DC 13, 1d6)
Domain Spell-Like Abilities (CL 2nd; concentration +4)
5/day—battle rage (+1), strength surge (+1)
Cleric Spells Prepared (CL 2nd; concentration +4)
1st—cure light wounds, magic weapon D, sanctuary (DC 13), shield of faith
0 (at will)—guidance, light, stabilize, virtue
D domain spell; Domains Strength, War
Statistics
Str 14, Dex 14, Con 15, Int 8, Wis 15, Cha 10
Base Atk +2; CMB +4; CMD 16
Feats Combat Casting, Improved Channel, Power Attack
Skills Craft (alchemy) +3, Heal +10, Spellcraft +3, Stealth +5
Languages Common, Goblin
Combat Gear potion of cure moderate wounds, scrolls of cause fear (3), wand of cure light wounds (35 charges), alchemist's fire (4), tanglefoot bags (2); Other Gear mwk studded leather, buckler, bastard sword, light crossbow with 20 bolts, healer's kit, silver unholy symbol, spell component pouch, 228 gp
Zealots generally use their magic to aid their allies and provide healing, knowing that keeping their tougher allies in good health makes for a stronger army.
Hobgoblin Sergeant CR 2
XP 600
Hobgoblin fighter 3
LE Medium humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception +2
Defense
AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 shield)
hp 33 (3d10+12)
Fort +6, Ref +3, Will +3 (+1 vs. fear)
Defensive Abilities bravery +1
Offense
Speed 30 ft.
Melee mwk longsword +6 (1d8+2/19–20) or flail +5 (1d8+2)
Ranged mwk longbow +6 (1d8/×3)
Statistics
Str 15, Dex 14, Con 16, Int 13, Wis 10, Cha 8
Base Atk +3; CMB +5; CMD 17
Feats Cleave, Iron Will, Motivated March*, Power Attack
Skills Climb +7, Intimidate +4, Perception +2, Ride +7, Stealth +7
Languages Common, Giant, Goblin
SQ armor training 1
Combat Gear potion of bull's strength, alchemist's fire (2), caltrops, smokestick; Other Gear mwk chain shirt, mwk light wooden shield, flail, mwk longbow with 20 arrows, mwk longsword, 187 gp
Sergeants are versatile warriors; they're capable of engaging in battle up close or at range, and smart and tough enough to lead the army's rank-and-file troops.
Veteran soldiers become leaders of hobgoblin warbands. Some inspire their troops, but most lead by the lash.
Hobgoblin Lieutenant CR 4
XP 1,200
Hobgoblin ranger 5
LE Medium humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception +9
Defense
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 47 (5d10+15)
Fort +8, Ref +7, Will +3
Offense
Speed 20 ft.
Melee 2 mwk sickles +8 (1d6+3)
Ranged longbow +7 (1d8/×3)
Special Attacks combat style (two-weapon), favored enemy (elves +2, humans +4)
Ranger Spells Prepared (CL 2nd; concentration +3)
1st—lead blades, longstrider
Statistics
Str 16, Dex 15, Con 16, Int 10, Wis 12, Cha 8
Base Atk +5; CMB +8; CMD 20
Feats Combat Reflexes, Double Slice, Endurance, Two-Weapon Fighting, Weapon Focus (sickle)
Skills Acrobatics +5 (+1 when jumping), Climb +9, Intimidate +7, Perception +9, Stealth +12, Survival +9, Swim +9
Languages Common, Goblin
SQ favored terrain (plains +2), hunter's bond (companions), track +2, wild empathy +4
Combat Gear oils of magic weapon (4), potion of cure moderate wounds, alchemist's fire (2); Other Gear +1 hide armor, longbow with 20 arrows, mwk sickles (2), cloak of resistance +1, 57 gp
In addition to leading squadrons, hobgoblin lieutenants are assigned elite missions that call for stealth—particularly scouting missions and sabotage.
Hobgoblin Forerunner CR 6
XP 2,400
Hobgoblin fighter 7
LE Medium humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception –1
Defense
AC 19, touch 12, flat-footed 17 (+7 armor, +2 Dex)
hp 71 (7d10+28)
Fort +8, Ref +5, Will +4 (+2 vs. fear)
Defensive Abilities bravery +2
Defense
Speed 30 ft.
Melee +1 bastard sword +13/+8 (1d10+5/19–20) or spear +10/+5 (1d8+4/×3)
Ranged shortbow +9/+4 (1d6/×3)
Special Attacks weapon training (heavy blades +1)
Statistics
Str 16, Dex 14, Con 15, Int 10, Wis 8, Cha 14
Base Atk +7; CMB +10; CMD 22
Feats Exotic Weapon Proficiency (bastard sword), Iron Will, Mounted Archery, Mounted Combat, Ride-By Attack, Skill Focus (Ride), Toughness, Weapon Focus (bastard sword)
Skills Handle Animal +12, Ride +13, Stealth +4
Languages Common, Goblin
SQ armor training 2
Combat Gear potion of cure serious wounds ; Other Gear +1 chainmail, +1 bastard sword, shortbow with 20 arrows, spear, cloak of resistance +1, heavy horse (combat trained), military saddle, scale mail barding, 62 gp
Hobgoblin forerunners are masters of mounted combat, and lead the charge at the front of hobgoblin armies. They sometimes use yzobus as mounts.
Hobgoblins who have high intelligence or find themselves drawn to destruction, flames, and experimentation often take on the role of bombardiers in the military.
Hobgoblin Bombardier CR 7
XP 3,200
Hobgoblin alchemist (grenadier) 8 (Pathfinder RPG Advanced Player's Guide 26, see page 116)
LE Medium humanoid (goblinoid)
Init +4; Senses darkvision 60 ft.; Perception +16
Defense
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 71 (8d8+32)
Fort +9, Ref +10, Will +2
Offense
Speed 30 ft.
Melee mwk short sword +8/+3 (1d6+1/19–20)
Ranged bomb +12/+7 (4d6+2 fire)
Special Attacks alchemical weapon (swift action), bomb 14/day (4d6+2 fire, DC 16), directed blast
Alchemist Extracts Prepared (CL 8th)
2nd—barkskin, cat's grace, false life, invisibility, resist energy
1st—bomber's eye, expeditious retreat, shield, true strike (2)
Tactics
During Combat The bombardier hurls bombs at enemies, or uses directed blast if the foes are grouped closely together. He uses unstable accelerants with the bombs that seem most likely to hit. He saves most of his alchemical items to use with the alchemical weapon ability if he gets stuck fighting in melee range. In this circumstance, he drinks his mutagen before attacking.
Statistics
Str 12, Dex 18, Con 16, Int 14, Wis 10, Cha 8
Base Atk +6; CMB +7; CMD 21
Feats Point-Blank Shot, Precise Shot, Throw Anything, Toughness, Weapon Focus (bomb)
Skills Craft (alchemy) +15, Heal +7, Knowledge (arcana) +11, Knowledge (engineering) +8, Knowledge (nature) +11, Perception +16, Spellcraft +13, Use Magic Device +6
Languages Aklo, Common, Goblin, Sylvan
SQ alchemy (alchemy crafting +8, identify potions), alternate racial features, discoveries (concussive bomb [4d4+2 sonic plus deafness], fast bombs, precise bombs [2 squares], smoke bomb, stink bomb), mutagen (+4/–2, +2 natural, 80 minutes), swift alchemy
Combat Gear wand of cure light wounds (40 charges), acid (3), alchemist's fire (4), smokesticks (2), tanglefoot bags (2), unstable accelerant (3); Other Gear +2 leather armor, bombchucker*, mwk short sword, eyes of the eagle, 30 gp
Special Abilities
Alternate Racial Features (Ex) The bombardier has the engineer racial trait in place of sneaky, granting him a +2 bonus on Craft (alchemy) and Knowledge (engineering) checks. He also employs the hobgoblin alternate favored class option for his alchemy levels, granting him four additional uses of his bomb ability each day.
These alchemists focus their race's penchant for fire into more productive and efficient means of destruction than mere torches or bonfires. Instead, they hone the craft of concocting bombs, mutagens, and extracts. Though they possess the means of enhancing their physical prowess, many bombardiers forgo imbibing their mutagens prior to battle, believing that increasing one's weaknesses, even for potential gain in other areas, is a tactical mistake. When the situation calls for it, however, they drink mutagens to increase their physical stamina or ranged accuracy, preferring to decrease their perception and influence before compromising their mental faculties.
Serving as spiritual leaders and sources of inspiration to the corps of a hobgoblin army, battle priests factor prominently in the hobgoblin arts of war. They tend to devote less effort toward healing and curing their allies' ailments than they do to imparting powerful effects to soldiers in preparation for battle.
Hobgoblin Battle Priest CR 8
XP 4,800
Hobgoblin cleric
LE Medium humanoid (goblinoid)
Init +0; Senses darkvision 60 ft.; Perception +3
Defense
AC 18, touch 10, flat-footed 18 (+8 armor)
hp 71 (9d8+27)
Fort +9, Ref +4, Will +10
Offense
Speed 20 ft.
Melee +1 morningstar +9/+4 (1d8+3)
Ranged mwk heavy crossbow +7 (1d10/19–20)
Special Attacks channel negative energy 6/day (DC 19, 5d6), staff of order (4 rounds, 1/day), weapon master (9 rounds/day)
Domain Spell-Like Abilities (CL 9th; concentration +12)
6/day—battle rage (+4), touch of law
Cleric Spells Prepared (CL 9th; concentration +12)
5th—flame strike D (DC 18), righteous might
4th—blessing of fervor, cure critical wounds, divine power D
3rd—blindness/deafness (DC 16), cure serious wounds, dispel magic, magic circle against chaos D, prayer
2nd—aid, bear's endurance, death knell (DC 15), lesser restoration, sound burst (DC 15), spiritual weapon D
1st—bless, entropic shield, magic weapon D, remove fear (2), shield of faith
0 (at will)—bleed (DC 13), detect magic, guidance, stabilize
D domain spell; Domains Law, War
Tactics
During Combat The battle priest casts righteous might immediately, trusting that it will protect her and make her a beacon for her allies, then casts blessing of fervor to bolster her allies. After that, she begins to antagonize her foes, typically starting by casting blindness/deafness against an enemy commander.
Statistics
Str 14, Dex 10, Con 14, Int 10, Wis 16, Cha 16
Base Atk +6; CMB +8; CMD 18
Feats Combat Casting, Heavy Armor Proficiency, Improved Channel, Selective Channeling, Toughness
Skills Heal +15, Knowledge (religion) +12, Spellcraft +12, Stealth –2
Languages Common, Goblin
Combat Gear wand of cure moderate wounds (10 charges), acid (2), alchemist's fire (2), antitoxin; Other Gear +1 splint mail, +1 morningstar, mwk heavy crossbow with 20 bolts, cloak of resistance +1, headband of alluring charisma +2, spell component pouch, unholy symbol, 24 gp
Battle priests' augmentations to their allies' strength, stamina, precision, and speed are vital to many hobgoblin tactics, and as such the clerics often serve as trusted advisors to commanders, consulting to determine what magical support would best serve the tactical situation.
Like all hobgoblins, battle priests live for the adrenaline rush of open warfare, and during the heat of a skirmish they often turn their attention away from their allies—it is the task of the soldier to survive and drive his enemy before him, and a battle priest sees it as coddling weakness to tend to wounds among those soldiers not strong enough to grasp their own victory. Rather, battle priests employ their magic to debilitate their foes, channeling the wrath of their gods of war upon those who oppose them.
Though hobgoblins are innately drawn to combat and conflict, not all find a place as faceless members among the ranks of a military unit. Some seek to perfect their own bodies to become a one-person squadron, the pinnacle of martial mastery, and a temple to perfected technique and dedicated skill. These hobgoblins are austere, cruel, and completely confident in their ability.
Hobgoblin Paragon CR 10
XP 9,600
Hobgoblin monk 11
LE Medium humanoid (goblinoid)
Init +8; Senses darkvision 60 ft.; Perception +2
Defense
AC 22, touch 20, flat-footed 17 (+2 armor, +1 deflection, +4 Dex, +1 dodge, +2 monk, +2 Wis)
hp 119 (11d8+66)
Fort +13, Ref +13, Will +11; +2 vs. enchantments
Defensive Abilities improved evasion; Immune disease, poison
Offense
Speed 60 ft.
Melee +1 unarmed strike +14/+9 (1d10+5) or +1 unarmed strike flurry of blows +14/+14/+9/+9/+4 (1d10+5)
Ranged mwk javelin +13 (1d6+4)
Special Attacks flurry of blows, stunning fist (11/day, DC 17)
Tactics
Before Combat The paragon drinks her potion of bear's endurance, potion of bull's strength, and fervor juice.
During Combat Obsessed with martial prowess and proving herself superior to her enemies, the paragon seeks out a challenging opponent to square off against in one-on-one combat. If faced with many foes of equal ability, she rushes from one to another, using Spring Attack to get their attention and draw them to her.
Base Statistics Without bear's endurance and bull's strength, the paragon's statistics are hp 97; Fort +11; Melee +1 unarmed strike +14/+9 (1d10+3) or +1 flurry of blows +14/+14/+9/+9/+4 (1d10+3); Ranged mwk javelin +13 (1d6+2); Str 14, Con 14; CMB +13; CMD 30.
Statistics
Str 18, Dex 18, Con 18, Int 10, Wis 14, Cha 8
Base Atk +8; CMB +15; CMD 32
Feats Combat Reflexes, Dodge, Improved Initiative, Improved Unarmed Strike, Mobility, Spring Attack, Stunning Fist, Toughness, Vital Strike, Weapon Finesse, Weapon Focus (unarmed strike)
Skills Acrobatics +18 (+41 when jumping), Escape Artist +18, Intimidate +13, Stealth +22
Languages Common, Goblin
SQ fast movement, high jump, maneuver training, ki pool (7 points, cold iron/lawful/magic), slow fall 50 ft., wholeness of body (11 hit points)
Combat Gear potion of bear's endurance, potion of bull's strength, potion of cure serious wounds, alchemist's fire (2), fervor juice*; Other Gear mwk javelins (3), bracers of armor +2, cloak of resistance +2, ring of protection +1, amulet of mighty fists, 7 gp
Many hobgoblin paragons join specialized teams of fellow hobgoblins within larger armies, though they live isolated lives, apart from their regimented kin, rather than feeling a true camaraderie. A large number of them instead travel the world, participating in tournaments of martial skill, from gladiatorial arenas to competitions in distant monasteries practicing foreign techniques. Others pursue more mercenary endeavors, selling their talents to the highest bidder so long as their contract involves dishing out pain to the weak or the unworthy. Whether as lone bodyguards of corrupt merchants or politicians, or high-ranking enforcers of the criminal underworld, a hobgoblin paragon willing to serve a well-paying master has no trouble finding employment wherever she might seek it.
The commanders of hobgoblin armies are among the most formidable warriors and military tacticians the world over.
Hobgoblin Commander CR 12
XP 19,200
Hobgoblin samurai 13
LE Medium humanoid (goblinoid)
Init +4; Senses darkvision 60 ft.; Perception +0
Defense
AC 24, touch 11, flat-footed 24 (+9 armor, +1 deflection, +1 natural, +3 shield)
hp 141 (13d10+65)
Fort +13, Ref +6, Will +8
Defensive Abilities greater resolve, honorable stand 1/day, resolve 7/day
Offense
Speed 20 ft.
Melee +1 shock katana +18/+13/+8 (1d8+4/15–20 plus 1d6 electricity) or mwk naginata +17/+12/+7 (1d8+4/×4)
Ranged mwk composite shortbow +14/+9/+4 (1d6+3/×3)
Special Attacks banner +3/+2, challenge (+13, DR 4/—, 5/day), demanding challenge
Tactics
During Combat The commander challenges an enemy leader and fires flaming burst arrows from horseback until the initial target is dead, then uses Chain Challenge to challenge another.
Statistics
Str 16, Dex 10, Con 16, Int 12, Wis 10, Cha 15
Base Atk +13; CMB +16; CMD 27
Feats Chain Challenge*, Improved Critical (katana), Improved Initiative, Iron Will, Mounted Archery, Mounted Combat, Toughness, Vital Strike, Weapon Focus (katana)
Skills Diplomacy +18, Handle Animal +18, Intimidate +18, Knowledge (history) +17, Ride +9, Stealth –3
Languages Common, Goblin, Infernal
SQ mount (horse), mounted archer, order of the warrior (honor in all things 3/day, way of the samurai), weapon expertise (katana)
Combat Gear +1 flaming burst arrows (8), potion of cure serious wounds ; Other Gear +2 iron lamellar, +1 heavy steel shield, +1 shock katana, mwk composite shortbow (+3 Str) with 10 arrows, mwk naginata, amulet of natural armor +1, cloak of resistance +2, ring of protection +1, 201 gp
Commander's Warhorse CR —
Horse animal companion
N Large animal
Init +3; Senses low-light vision, scent; Perception +15
Defense
AC 28, touch 12, flat-footed 25 (+4 armor, +3 Dex, +12 natural, –1 size)
hp 93 (11d8+44)
Fort +10, Ref +10, Will +6
Offense
Speed 50 ft.
Melee bite +13 (1d4+6), 2 hooves +8 (1d6+3)
Space 10 ft.; Reach 5 ft.
Statistics
Str 22, Dex 17, Con 17, Int 2, Wis 12, Cha 6
Base Atk +8; CMB +15; CMD 28 (32 vs. trip)
Feats Diehard, Endurance, Iron Will, Light Armor Proficiency, Power Attack, Run, Toughness
Skills Perception +15
SQ combat trained, tricks (attack, come, defend, down, fetch, guard, heel, seek, stay, track, work)
Gear leather lamellar barding
This four-legged animal with a long-horned, bovine head looks like a cross between a horse and a long-haired yak.
Yzobu CR 1
XP 400
N Large animal
Init +1; Senses low-light vision, scent; Perception +6
Aura stench (DC 13, 10 rounds)
Defense
AC 13, touch 10, flat-footed 12 (+1 Dex, +3 natural, –1 size)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +1
Offense
Speed 40 ft.
Melee gore +3 (1d8+3)
Space 10 ft.; Reach 5 ft.
Special Attacks stampede, trample (1d6+3, DC 13)
Statistics
Str 14, Dex 13, Con 14, Int 1, Wis 12, Cha 5
Base Atk +1; CMB +4; CMD 15
Feats Weapon Focus (gore)
Skills Perception +6
Ecology
Environment cold hills and plains
Organization solitary, pair, or herd (3–30)
Treasure none
Special Abilities
Stampede (Ex) A stampede occurs if three or more creatures with stampede make a trample attack while remaining adjacent to each other. While stampeding, the creatures can trample foes of their size or smaller, and the trample's save DC increases by +2.
An yzobu is a herd animal found in cold hills, plains, and mountains. It stands roughly the height of a horse, but has a bulkier frame. Its head is more bovine, with a pair of thick, slightly curved horns protruding from the sides of its flat forehead and four smaller prongs jutting from the top. The fur of an yzobu is long and shaggy, protecting it from the harsh winters of its habitat. This pelt accumulates a pungent secretion from the yzobu's body that gives it a strong odor that those unaccustomed to the creatures find sickening.
Like the hobgoblins who use them as mounts and beasts of burden, yzobus (called "battle yaks" by their war-mongering handlers) live in complex social groups. These immense herds can number in the thousands, and present quite a problem to ranchers, explorers, and pioneers who encounter them while traversing the open plains and hills where the yzobus graze. A single herd can range over a spread of tens of thousands of square miles in a year, devouring all the grass and small vegetation in the region, trampling what they can't eat, and forcing other creatures—including humanoids—to move elsewhere or suffer the same fate.
Yzobus are extremely aggressive, and fight ruthlessly to defend even the weakest member of their herd, making them difficult pests to deal with, and even more difficult to train for service or war. Hobgoblins have grown skilled at the process, and keep a fair number of tamed yzobus. They breed these with wild yzobus every few generations to keep them fierce.
An yzobu can be taken as an animal companion or mount by cavaliers, druids, hunters, and rangers.
Starting Statistics: Size Medium; Speed 40 ft.; AC +1 natural armor, Attack gore (1d6); Ability Scores Str 14, Dex 12, Con 12, Int 2, Wis 11, Cha 4; Special Qualities low-light vision, scent.
7th-Level Advancement: Size Large; AC +3 natural armor; Attack gore (1d8); Ability Scores Str +8, Dex –2, Con +4; Special Qualities stampede, stench, trample.
Hobgoblins' regimented society, ambitious bloodlust, and ruthless obsession with war make them challenging foes.
This small band of low-ranking soldiers travels ahead of a larger force looking for any resources that the army can use, weaknesses in the enemy's defenses, and advantageous terrain.
Hobgoblin Lieutenant CR 4
XP 1,200
hp 47
Hobgoblins (2) CR 1/2
XP 200 each
hp 17 each
This military unit is the building block of a hobgoblin army. Several companies make up a battalion, several battalions make a legion, and several legions form a corps.
Hobgoblin Battlefield Zealot CR 2
XP 600
hp 25
Hobgoblin Sergeant CR 2
XP 600
hp 33
Hobgoblins (6) CR 1/2
XP 200 each
hp 17 each
While diplomacy is rarely attributed to hobgoblins, they nevertheless send forth small units to parley with enemies before battle—or to instigate wars.
Hobgoblin Battle Priest CR 8
XP 4,800
hp 71
Hobgoblin Forerunner CR 6
XP 2,400
hp 71
Hobgoblin Sergeants (4) CR 2
XP 600 each
hp 33 each
Typically sent on the most sensitive missions, elite forces of hobgoblin soldiers can single-handedly turn the tides of deadlocked conflicts. Their military precision is renowned, and their ability to succeed at assassinations, sabotage, and reconnaissance deep behind enemy lines makes them as important as entire battalions of foot soldiers.
Hobgoblin Bombardier CR 7
XP 3,200
hp 71
Hobgoblin Forerunners (2) CR 6
XP 2,400 each
hp 71 each
Hobgoblin Lieutenants (4) CR 4
XP 1,200 each
hp 47 each