Vermer, Hobgoblin Mercenary Leader
CR 10 XP: 9,600
Male hobgoblin ranger 11
LE Medium humanoid (goblinoid)
Init +8; Senses darkvision 60 ft.; Perception +23
AC 22, touch 14, flat-footed 18 (+8 armor, +4 Dex)
HP 104 (11d10+44)
Fort +9, Ref +11, Will +4
Defensive Abilities evasion
Speed 30 ft.
Melee +1 short sword +14/+9/+4 (1d6+3/19-20), +1 punching dagger +14/+9/+4 (1d4+2/x3)
Ranged mwk heavy crossbow +16/+11/+6 (1d10/19-20)
Space 5 ft., Reach 5 ft.
Special Attacks favored enemy (humanoid [human] +6, undead +4, outsider [evil] +2), quarry
Spells Prepared (CL 8th)
2nd-Barkskin
1st-Alarm, Resist Energy, Summon Nature
Str 14, Dex 18, Con 15, Int 13, Wis 12, Cha 14
Base Atk +11; CMB +13; CMD 27
Feats Alertness, Endurance, Greater Two-Weapon Fighting, Improved Initiative, Improved Two-Weapon Fighting, Power Attack, Quick Draw, Toughness, Two-Weapon Fighting, Weapon Finesse
Skills Climb +15, Diplomacy +7, Knowledge (geography) +19, Knowledge (nature) +15, Perception +23, Sense Motive +9, Stealth +25, Survival +19
Racial Modifiers +4 Stealth
Languages Common, Goblin, Orc
SQ woodland stride, favored terrain (urban +4, plains +2), hunter’s bond (companions), swift tracker, two-weapon combat style, wild empathy +13
Gear +2 elven chain, +1 short sword, +1 punching dagger, masterwork heavy crossbow, 20 crossbow bolts, gold crossbow bolt (10 gp), pouch with 45 gp
Environment temperate hills
Organization gang (4-9), warband (10-24), or tribe (25+ plus 50% noncombatants, 1 sergeant of 3rd level per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 6-12 leopards, and 1-4 ogres or 1-2 trolls)
Treasure NPC Gear (studded leather armor, light steel shield, longsword, longbow with 20 arrows, other treasure)
Hobgoblin, First Sergeant
CR 7 XP: 3,200
Male hobgoblin fighter 8
LE Medium humanoid (goblinoid)
Init +6; Senses darkvision 60 ft.; Perception +9
AC 26, touch 14, flat-footed 23 (+9 armor, +2 Dex, +3 shield, +1 dodge)
HP 51 (8d10+7)
Fort +9, Ref +6, Will +3
Defensive Abilities bravery +2; Will +5 vs. fear
Speed 30 ft.
Melee +1 trident +15/+10 (1d8+7) or +1 club +12/+7 (1d6+4)
Ranged +1 trident +12 (1d8+4)
Space 5 ft., Reach 5 ft.
Special Attacks weapon training (spears +1)
Str 17, Dex 15, Con 16, Int 10, Wis 12, Cha 8
Base Atk +8; CMB +11; CMD 24
Feats Alertness, Dodge, Greater Weapon Focus (Trident), Improved Initiative, Lightning Reflexes, Quick Draw, Toughness, Weapon Focus (Trident), Weapon Specialization (Trident)
Skills Climb +5, Intimidate +6, Perception +9, Sense Motive +5, Stealth +5
Racial Modifiers +4 Stealth
Languages Common, Goblin
SQ armor training 2
Gear 2 thunderstones
Other Gear +1 half-plate, +1 heavy steel shield, +1 trident, +1 club, jade comb (25 gp), silver scroll tube (35 gp) filled with fine sand
Environment temperate hills
Organization gang (4-9), warband (10-24), or tribe (25+ plus 50% noncombatants, 1 sergeant of 3rd level per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 6-12 leopards, and 1-4 ogres or 1-2 trolls)
Treasure NPC Gear (studded leather armor, light steel shield, longsword, longbow with 20 arrows, other treasure)
Hobgoblin, Second Sergeant
CR 9 XP: 6,400
Female hobgoblin ranger 4/rogue 6
LE Medium humanoid (goblinoid)
Init +8; Senses darkvision 60 ft.; Perception +17
AC 18, touch 14, flat-footed 16 (+3 armor, +4 Dex, +1 shield)
HP 78 (4d10+6d8+20)
Fort +7, Ref +13, Will +5
Defensive Abilities evasion, trap sense +2, uncanny dodge; Ref +15 vs. traps
Speed 30 ft.
Melee mwk scimitar +13/+8 (1d6+1/18–20)
Ranged +1 light crossbow +13/+8 (1d8+1/19-20)
Space 5 ft., Reach 5 ft.
Special Attacks favored enemy (outsider [evil] +2), rogue talent (surprise attack), sneak attack +3d6
Spells Prepared (CL 1st)
1st-—Entangle (DC 13)
Str 13, Dex 18, Con 12, Int 10, Wis 15, Cha 13
Base Atk +8; CMB +9; CMD 23
Feats Endurance, Improved Initiative, Point-Blank Shot, Precise Shot, Rapid Reload, Stealthy, Toughness, Weapon Finesse
Skills Acrobatics +13, Climb +14, Disable Device +16, Escape Artist +15, Handle Animal +8, Knowledge (local) +13, Perception +17, Stealth +25, Survival +9
Racial Modifiers +4 Stealth
Languages Common, Goblin
SQ archery combat style, favored terrain (urban +2*), hunter’s bond (animal companion—viper named Chyss), rogue talent (fast stealth, finesse rogue), trapfinding, wild empathy +5
Gear 4 applications of Medium spider venom (Injury; save Fort DC 14; onset —; frequency 1/rd. for 4 rds.; effect 1d2 Str; cure 1 save); Other Gear bracers of armor +3, +1 buckler, masterwork scimitar, +1 light crossbow, 20 crossbow bolts, 100-ft. silk rope, pouch with 38 sp and 9 pp
Environment temperate hills
Organization gang (4-9), warband (10-24), or tribe (25+ plus 50% noncombatants, 1 sergeant of 3rd level per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 6-12 leopards, and 1-4 ogres or 1-2 trolls)
Treasure NPC Gear (studded leather armor, light steel shield, longsword, longbow with 20 arrows, other treasure)
CHYSS, ANIMAL COMPANION
Female viper (Pathfinder Roleplaying Game Bestiary “Familiar, Viper”)
N Tiny animal
Init +3; Senses low-light vision, scent; Perception +9
AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
hp 7 (2d8–2)
Fort +2; Ref +6; Will +1
Spd 20 ft., climb 20 ft., swim 20 ft.
Melee bite +6 (1d2–2 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Str 4, Dex 17, Con 8, Int 1, Wis 13, Cha 2
Base Atk +1; CMB +2; CMD 9 (can’t be tripped)
Feats Weapon Finesse
Skills Climb +11, Perception +9, Stealth +15, Swim +11
Languages link with master
SQ share spells
Poison (Ex) Bite—injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save
Hobgoblin Shaman
CR 6 XP: 2,400
Hobgoblin cleric of Asmodeus 7
LE Medium humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception +8
Aura lawful, evil
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
HP 38 (7d8+7)
Fort +4, Ref +4, Will +8
Speed 20 ft.
Melee +1 spear +7 (1d8+2/x3); touch +6
Ranged +1 spear +7 (1d8+2/x3)
Space 5 ft., Reach 5 ft.
Special Attacks channel negative energy 6/day (DC 16, 4d6), spontaneous casting (inflict spells)
Spell-Like Abilities (CL 7th, melee touch +6) 6/day—touch of evil (3 rounds), touch of law
Spells Prepared (CL 7th)
4th-Orders Wrath (D DC 17), Poison (DC 17)
3rd-Glyph of Warding (DC 16), Invisibility Purge, Magic Circle Against Chaos (D), Magic Vestment
2nd-Align Weapon (evil only D), Augury, Chant, Death Knell (DC 15), Summon Monster II
1st-Bane (DC 14), Cause Fear (DC 14), Command (DC 14), Cure Light Wounds (DC 14), Detect Undead, Protection from Good (D)
0th-Create Water, Detect Poison, Purify Food and Drink, Stabilize (D domain spell)
Domain: Evil, Law
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.
Str 12, Dex 15, Con 9, Int 10, Wis 16, Cha 17
Base Atk +5; CMB +6; CMD 18
Feats Alertness, Rapid Reload, Toughness, Weapon Focus (spear)
Skills Knowledge (religion) +6, Perception +8, Sense Motive +12, Stealth +3
Languages Common, Goblin
Gear divine scroll (CL 7: bull’s strength), divine scroll (CL 7: cure critical wounds), divine scroll (CL 7: dispel magic), 4 applications of Medium spider venom (Injury; save Fort DC 14; onset —; frequency 1/rd. for 4 rds.; effect 1d2 Str; cure 1 save)
Other Gear masterwork chainmail, +1 spear, copper unholy symbol of Set (15 gp), pouch with 3d6 gp
Chant
School conjuration [creation] Level Cleric 2, Paladin 2
Casting Time 1 standard action
Components V, S, DF
Range 40 ft.
Area all allies and foes within a 40-ft. burst centered on you
Duration concentration; maximum 5 minutes per level
Saving Throw none
Spell Resistance no
As long as you chant, you bring special favor upon your allies and bring disfavor to your enemies. You and your allies gain a +1 luck bonus on all attack rolls, saves, and skill checks while your foes suffer a –1 penalty on such rolls. You must chant in a clear voice. Any interruption in your chanting, such as a failed concentration check, a silence spell, or your speaking or casting another spell, ends the effect. As an exception to the general rule, the effects of this spell stack with those of a prayer spell if cast by a cleric of the same deity and alignment during your chanting
Hobgoblin Archer
CR 5 XP: 1,600
Hobgoblin ranger 6
LE Medium humanoid (goblinoid)
Init +6; Senses darkvision 60 ft.; Perception +10
AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 shield)
HP 57 (6d10+24)
Fort +7, Ref +7, Will +3
Defensive Abilities bravery +1
Speed 30 ft.
Melee dagger +7/+2 (1d4+1/19–20)
Ranged mwk composite longbow [+1 Str] +7/+7/+2 (1d8+1/x3)
Space 5 ft., Reach 5 ft.
Special Attacks favored enemy (humanoid [human] +4, undead +2)
Spells Prepared (CL 3rd)
1st-—Detect Snares and Pits, Resist Energy
Str 12, Dex 15, Con 14, Int 10, Wis 12, Cha 7
Base Atk +2; CMB +3; CMD 15
Feats Endurance, Improved Initiative, Manyshot, Rapid Shot, Toughness, Weapon Focus (composite longbow)
Skills Climb +10, Heal +10, Knowledge (geography) +9, Perception +10, Stealth +15, Survival +10
Racial Modifiers +4 Stealth
Languages Common, Goblin
SQ archery combat style, favored terrain (plains +2), hunter’s bond (companions), wild empathy +4
Gear tanglefoot bag; Other Gear +1 studded leather armor, +1 buckler, masterwork composite longbow [+1 Str], 40 arrows, dagger, pouch with 1d10+2 gp and 2d6 sp
Father Death, Hobgoblin Cleric
CR 7 XP: 3,200
Hobgoblin cleric of Nergal 8
NE Medium humanoid (goblinoid)
Init +4; Senses darkvision 60 ft.; Perception +4
Aura evil
AC 19, touch 16, flat-footed 15 (+3 armor, +4 Dex, +2 deflection)
HP 55 (8d8+16)
Fort +7, Ref +6, Will +12
Speed 20 ft.
Melee +1 wounding scythe +9/+4 (2d4+4/x4 plus 1 bleed and trip)
Ranged sling +10/+5 (1d4)
Space 5 ft., Reach 5 ft.
Special Attacks channel negative energy 5/day (DC 16, 4d6), spontaneous casting (inflict spells)
Spell-Like Abilities (CL 8th) 8 rounds/day—master’s illusion 7/day—bleeding touch, copycat
Spells Prepared (CL 8th)
4th-Confusion (DC 18; D), Cure Critical Wounds, Repel Vermin (DC 18), Unholy Channel
3rd-—Animate Dead (D), Bestow Curse (DC 17), Cure Serious Wounds, Magic Vestment, Speak With Dead (DC 17)
2nd-Bears Endurance, Death Knell (DC 16; D), Lesser Restoration, Sound Burst (DC 16), Spiritual Weapon (+10/+5 attack, 1d8+2 damage)
1st-Bane (DC 15), Cause Fear (DC 15; D), Command (DC 15), Cure Light Wounds (x2), Sanctuary (DC 15)
0th-Create Water, Purify Food and Drink, Read Magic, Stabilize (D domain spell)
Domain: Death, Trickery
Str 15, Dex 18, Con 13, Int 12, Wis 18, Cha 15
Base Atk +6; CMB +8; CMD 24
Feats Alignment Channel (chaos), Iron Will, Scribe Scroll, Spell Penetration
Skills Diplomacy +13, Heal +14, Knowledge (religion) +9, Spellcraft +10, Stealth +8
Languages Common, Goblin, Infernal
SQ death’s embrace
Gear 2 divine scrolls (CL: cure moderate wounds), divine scroll (CL: cure critical wounds), divine scroll (CL: neutralize), divine scroll (CL: bull’s strength), divine scroll (CL 8: glyph of warding), divine scroll (CL 8: condemned, dead man’s eyes, grim feast)
Other Gear black and rust-red robes, masterwork studded leather armor, ring of protection +2, +1 wounding scythe, sling, pouch with 10 bolts, holy symbol, healer’s kit, pouch with 158 iron bits
Condemned
School necromancy Level Cleric 4
Casting Time 1 round
Components V, S, M (powdered skull, graveyard mold, and a dead man’s blood)
Range touch
Targets one living creature
Duration permanent
Saving Throw Fortitude negates
Spell Resistance yes
A victim struck by this touch attack that fails its save cannot benefit from the healing effects of positive energy (cure spells, channel positive energy, etc.) until the condition is removed by a dispel magic or remove curse. Natural healing still works normally. It does not, however, prevent the damaging effects of such spells and abilities to undead creatures.
Dead Man's Eyes
School divination Level Bard 2, Cleric 2, Sorcerer/Wizard 2
Casting Time 1 standard action
Components V, S, M (50 gp gem placed over each eye of the corpse)
Range touch
Targets one dead creature
Duration 1 round/level (D)
Saving Throw none
Spell Resistance no
By peering into a dead creature’s eyes, you may see 1 minute/level preceding the corpse’s death as seen by the dead creature (for example, if the creature died in its sleep there is likely little to see). You see these events in compressed time, 1 round for every minute of the corpse’s past. A successful DC 15 concentration check gives near-perfect recall of the events; failure indicates fuzzy recall and partial details. A roll of a natural 1 indicates a mangled, inaccurate version of events.
You may dismiss the spell at any point, but if you witness the creature’s fi nal moment and it was a violent death, you immediately suffer 2d6 points of nonlethal damage from the empathic resonance of the death.
Grim Feast
School necromancy [evil] Level Cleric 1
Casting Time 1 standard action
Components V, S, DF
Range medium (100 ft. + 10 ft. level)
Targets up to one fresh corpse/level
Duration instantaneous
Saving Throw none
Spell Resistance no
You can cure yourself of 1d4 lost hit points per affected corpse by casting this spell on the bodies of size Small or larger, formerly living, creatures that died within the last hour. Dead bodies used in this way shrivel up and become unusable for anything else, including animation.
Unholy Channel
School necromancy [evil] Level Cleric/Oracle 4
Casting Time 1 round
Components V, S, DF
Range touch
Targets one undead creature
Duration 1 hour/level (D)
Saving Throw Will negates (harmless)
Spell Resistance yes
With this spell you may establish a link with an undead creature that you command. Through this link you may cast any single-target inflict spells to heal the undead creature as long as it is within long range (400 ft. + 40 ft./level). If you are also undead, any cure spell cast upon you has a 50% chance to harm either you or the undead recipient of your unholy channel, regardless of who was the original target of the spell. If the cure spell requires a Will or Reflex save, then the targeted creature must make the saving throw to determine the effects of the spell. If the spell allows a Fortitude save, then the creature affected must make the saving throw. You can only have one unholy channel in effect at any given time. An unholy channel cannot be established with a living creature.
Tunker, Hobgoblin Fighter
CR 5 XP: 1,600
Hobgoblin fighter 6
LE Medium humanoid (goblinoid)
Init +2; Senses darkvision 60 ft.; Perception +0
AC 23, touch 14, flat-footed 21 (+9 armor, +2 Dex, +2 deflection)
HP 59 (6d10+12)
Fort +7, Ref +4, Will +2
Speed 20 ft.
Melee +1 battleaxe +11/+6 (1d8+4/x3)
Ranged longbow +8/+3 (1d8/x3)
Space 5 ft., Reach 5 ft.
Str 17, Dex 14, Con 15, Int 10, Wis 11, Cha 6
Base Atk +6; CMB +9; CMD 23
Feats Cleave, Great Cleave, Improved Critical (battleaxe), Power Attack, Toughness, Vital Strike, Weapon Focus (battleaxe), Weapon Specialization (battleaxe)
Skills Climb +6, Stealth +0, Survival +9
Racial Modifiers +4 Stealth
Languages Common, Goblin, Orc
SQ armor training 1, bravery +2, weapon training 1 (axes)
Gear +1 full plate of light fortification, masterwork heavy steel shield, +1 battleaxe, bag of 256 gp.
Environment temperate hills
Organization gang (4-9), warband (10-24), or tribe (25+ plus 50% noncombatants, 1 sergeant of 3rd level per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 6-12 leopards, and 1-4 ogres or 1-2 trolls)
Treasure NPC Gear (studded leather armor, light steel shield, longsword, longbow with 20 arrows, other treasure)
Olaf Mantracker, Hobgoblin Thrasher
CR 7 XP: 3,200
Male hobgoblin fighter 6/rogue 2
LE Medium humanoid (goblinoid)
Init +6; Senses darkvision 60 ft.; Perception +12
AC 19, touch 12, flat-footed 17 (+6 armor, +2 Dex, +1 natural)
HP 80 (6d10+2d8+30)
Fort +9, Ref +8, Will +4
Defensive Abilities bravery +2, evasion; Will +6 vs. fear
Speed 30 ft.
Melee +1 greatclub +13/+8 (1d10+8)
Ranged mwk heavy crossbow +10/+5 (1d10/19-20)
Space 5 ft., Reach 5 ft.
Special Attacks sneak attack +2d6, weapon training (hammers +1)
Str 16, Dex 14, Con 16, Int 13, Wis 8, Cha 10
Base Atk +7; CMB +10; CMD 22
Feats Alertness, Improved Initiative, Improved Sunder, Iron Will, Power Attack, Stealthy, Toughness, Weapon Focus (greatclub), Weapon Specialization (greatclub)
Skills Bluff +9, Climb +8, Diplomacy +8, Escape Artist +1, Intimidate +9, Perception +12, Sense Motive +8, Stealth +19
Racial Modifiers +4 Stealth
Languages Common, Goblin, Orc
SQ armor training 1, rogue talents (surprise attack), trapfinding +1
Gear +1 greatclub, heavy crossbow, 10 bolts, +1 stealth chainmail, amulet of natural armor +1, cloak of resistance +1, cloth purse with 2 pp, and 24 gp
Treasure
Stealth Chain
Available in shirt or full suit, this chainmail has black silk strands painstakingly circling every link of chain, concealing the metal and muffling the clinking of the armor. The silk reduces the armor check penalty to Stealth checks by 4, though the full penalty still applies to all other skills. Cost: 500 gp plus armor cost.
Hobgoblin Bosun
CR 8 XP: 4,800
Hobgoblin corsair *9
LE Medium humanoid (goblinoid)
Init +4; Senses darkvision 60 ft.; Perception +6
AC 21, touch 18, flat-footed 16 (+3 armor, +4 Dex, +3 dodge)
HP 81 (9d10+27)
Fort +48, Ref +10, Will +3
Defensive Abilities canny defense, uncanny dodge
Speed 30 ft.
Melee +1 cutlass +14/+9 (18-20/x2, 1d6+3) or unarmed strike +13/+8 (1d3+2)
Space 5 ft., Reach 5 ft.
Special Attacks dirty fighting +2d4
Str 14, Dex 18, Con 14, Int 8, Wis 10, Cha 14
Base Atk +9; CMB +11; CMD 28
Feats Athletic, Combat Reflexes, Dodge, Improved Unarmed Strike, Mobility, Rope Monkey, Sea Legs, Spring Attack, Toughness, Weapon Finesse
Skills Acrobatics +12, Bluff +10, Climb +7, Intimidate +15, Perception +6, Profession (sailor) +10, Stealth +7
Racial Modifiers +4 Stealth
Languages Common, Goblin
SQ improvised weapon fighting, fast on your feet
Gear +1 cutlass, +1 leather armor of authority
Environment temperate hills
Organization gang (4-9), warband (10-24), or tribe (25+ plus 50% noncombatants, 1 sergeant of 3rd level per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 6-12 leopards, and 1-4 ogres or 1-2 trolls)
Treasure ornamental gold bracer (80 gp), pouch containing
11 gp, 4 sp, 23 cp)
*For corsair class details, see the Freeport Companion, pages 12-15.