Hobgoblin General

Creature 6
  • Medium
  • hobgoblin
  • humanoid
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
Items
composite shortbow, glaive, half plate, arrows (20)

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 can, as its first action on its first turn of the combat, Stride up to double its speed as a single action.

AC
25; Fort +12, Ref +15, Will +13
HP
90

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.

Speed
25 feet

Melee ◆ glaive +17 (deadly d8, forceful, reach 10 feet), Damage 1d8+10 slashing

Ranged ◆ composite shortbow +15 (brutal, deadly d10, propulsive, reload 0), Damage 1d6+8 piercing

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.

Source: Pathfinder Monster Core

Running this fight? Add the hobgoblin general to the initiative tracker: type its name and the AC, hit points and Perception for initiative fill in, and the book button shows this stat block mid-fight.

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