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There is a Legacy version here.

PFS StandardHobgoblin General

Hobgoblin generals serve as leaders of 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.

Recall Knowledge - Humanoid (Society): DC 22
Unspecific Lore: DC 20
Specific Lore: DC 17

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite Hobgoblin GeneralCreature 7

Medium Hobgoblin Humanoid 
Source Monster Core pg. 199
Perception +15; darkvision
Languages Common, Goblin
Skills Acrobatics +14, Athletics +17, Intimidation +16, Stealth +14
Str +4, Dex +3, Con +2, Int +0, Wis +1, Cha +2
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 Intimidation check to Demoralize a single foe within 60 feet as a free action. If successful, any ally with the goblin trait can, as its first action on its first turn of the combat, Stride up to double its speed as a single action.
Items +1 glaive, composite shortbow (20 arrows), half plate
AC 27; Fort +14, Ref +17, Will +15
HP 110
Formation When they're 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 [one-action] glaive +19 [+14/+9] (deadly d8, forceful, reach), Damage 1d8+2+10 slashingRanged [one-action] composite shortbow +17 [+12/+7] (brutal, deadly d10, propulsive, range increment 60 feet, reload 0), Damage 1d6+2+8 piercingPolearm 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.

All Monsters in "Hobgoblin"

NameLevel
Hobgoblin Archer4
Hobgoblin General6
Hobgoblin Soldier1

Hobgoblin

Source Monster Core pg. 198
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 while simultaneously proving their superiority in battle. Hobgoblins are highly organized, and they work efficiently and effectively in groups, whether that group is a small raiding party, a roving war band, or a fully regimented army. Hobgoblin rulers require little provocation before declaring war, and more often than not, such wars are waged to gain resources or territory. Physically, hobgoblins stand about as tall as humans and have gray skin.

Hobgoblin society is organized along military lines, and every hobgoblin is effectively a member of the army. Each hobgoblin in a community has a rank in the military hierarchy, and individuals are naturally ambitious and obsessed with advancement. Hobgoblins are constantly expected to prove that they're fearless, ruthless, cunning, and strong. Demonstrating such aptitudes to military leadership is an individual hobgoblin's best hope for promotion through the ranks, but failure leads only to cruel exploitation at the hands of their superiors.

Though brutal, hobgoblin society is a true meritocracy, and all hobgoblins, regardless of age, gender, or birth, wield authority and earn respect from their peers based on their skill in battle. Even those individuals who serve in non-combat roles in hobgoblin society—blacksmiths, builders, cooks, messengers, quartermasters, and the like—know that they perform vital jobs that support the larger hobgoblin army, though they rarely rise above the rank of common soldier. Everyone contributes to the larger whole, ensuring that hobgoblin society is the strongest and most efficient it can be, and anyone who fails to do so is culled from the army and thus hobgoblin society as dead weight. Hobgoblins don't usually engage in trade with other ancestries, or even with other hobgoblin tribes, preferring to take what they want by force.

Sidebar - Additional Lore Hobgoblins and Magic

Hobgoblins generally distrust magic, especially arcane magic, which they derisively call “elf magic.” In the absence of magic, they wholeheartedly embrace alchemy, combining it with their natural aptitude for engineering to great destructive effect. They cautiously accept divine magic, due to a grudging respect for the power of healing magic in times of war.

Sidebar - Related Creatures Living with Hobgoblins

With few exceptions, hobgoblin society has no place for those who don't share their blood. Hobgoblins occasionally make use of bugbears as assassins or spies, and most hobgoblin tribes include a small group of goblins who eke out a meager existence on the fringes of hobgoblin society.