Perception +13; darkvision
Languages Common, Goblin
Skills Acrobatics +12, Athletics +15, Intimidation +14, Stealth +12
Str +4, Dex +4, Con +2, Int +0, Wis +1, Cha +2
Items composite shortbow (20 arrows), +1 glaive, half plate
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 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.
AC 25; Fort +12, Ref +15, Will +13
HP 90
Formation As
.Speed 25 feet
Melee glaive +17 (deadly 1d8, forceful, reach), Damage 1d8+10 slashing
Ranged composite shortbow +15 (brutal, deadly 1d10, propulsive, range increment 60 feet, 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.
Hobgoblin General
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.