Hobgoblin Vanguard

Level 8
Creature· hobgoblinMediumRemaster
AC
27
HP
150
Speed
25 ft.
Perception
+16
Fort
+19
Ref
+13
Will
+16
Languages common, goblin
Senses darkvision
Skills athletics +18, crafting +17, intimidation +16, survival +16
Recall Knowledge DC 24 (society)

Attacks

Melee Maul +19 (magical, shove), Damage 2d12+8 bludgeoning
Melee Fist +19 (agile, nonlethal, unarmed), Damage 1d4+8 bludgeoning
Melee Alchemical Grenade +16 (splash), Damage 2 acid plus 2d8 acid plus 2 acid

Abilities

Shock and Awe

Trigger The hobgoblin vanguard critically hits a creature with an alchemical grenade Strike


Effect The hobgoblin vanguard attempts to the creature with a mere look. If the target creature was reduced to 0 Hit Points by the triggering Strike, the hobgoblin vanguard can instead attempt to Demoralize all opponents within 30 feet, rolling once and comparing the result to each target's Will DC.

Though there are times for precision and discipline, every hobgoblin general also understands the value of demoralizing the enemy with a show of overwhelming force. No military unit is better suited to this purpose than the vanguard, a heavily armed and armored elite unit that inspires their fellow soldiers to action while breaking the enemy's lines and morale with terrifying explosive weapons.


Hobgoblins are respected across Golarion for their unmatched expertise in the art of war. The recent foundation of the hobgoblin nation of Oprak and its unprecedented acts of diplomacy, including non-aggression pacts with the neighboring nations of Nidal and Nirmathas, has given some hope that a lasting peace might finally be established; however, there remains no shortage of unaffiliated hobgoblin raiders and pillagers.