Hobgoblin Scourge

From Epic Path
Revision as of 12:24, 20 July 2017 by Necros99 (talk | contribs)
Jump to navigation Jump to search


xx

Hobgoblin Scourge (CR 11)

Hobgoblins are the cruelest and most common of the Low Fey. Although technically Outsiders, they live on the Prime material in large numbers, their enclaves generally isolated. By the measures of more 'normal' races, the Hobgoblins, like all fey, are quite insane. Their motives and reasoning are just-so-subtly...off.

For example. Hobgoblins are quite formidable beings. If they formed armies and marched on their neighbors, they could establish nations and empires easily enough. But they do not. They don't care about such things, being content to live in small towns and thorps, a few dozen here, a few hundred there.... That is all that they are interested in. Hobgoblins are far more interested in their byzantine social lives and the torment of their slaves than they are about worrying over living space, to be honest.

Hobgoblin Scourges are the 'hoity toity' members of hobgoblin society. They are not nobility by any stretch, but they're wealthy and well-fed, just a touch full of themselves, just a touch superior to the lesser sorts around them.

Scourges are better dressed, have more elaborate homes and lairs, and of course, have more slaves. Oddly enough, Scorges treat their slaves even more poorly than do lesser sorts of hobgoblins, and will almost always have a slave nearby to order around and torture as the him strikes them.

Despite their airs, Hobgoblin Scourges are skilled combatants and more than a little skilled in cruel magics, that they use to good effect against their victims.

Scourges are less likely to roam afield than other Hobgoblins, although they are occasionally encountered working with some Deceivers for some other monstrous neighbor.


GENERAL

CR 11 Hit Dice 16

XP 12,800

LE Medium Fey

Init +5; Senses Darkvision 60 ft, Perception +17


DEFENSE

AC 31, touch 20, flat-footed 26 (+7 armor, +5 dex, +5 natural, +4 deflection)

hp 229

Fort +14, Ref +11, Will +13

Aura: -

SR: -

Special Defenses: -

Immunities: -

Weaknesses: Vulnerability to Cold Iron


OFFENSE

Speed 30 ft.

Space / Reach: 5 ft. / 10 ft.

Single Melee Cracking Whip +19 (2d8+6/19-20x2) + Whipcrack

Full Melee 3x Cracking Whip +19 (2d8+6/19-20x2) + Whipcrack

Ranged None, but see Tears of Pain

Special Attacks Tears of Pain, Whipcrack

Action Points 0


STATISTICS

Str 18, Dex 18, Con 16, Int 14, Wis 16, Cha 14

Base Atk +11; CMB +17; Maneuver Defense: 27

Feats Combat Reflexes (EFFECT: Up to five Attacks of Opportunity per round)

Skills Bluff +18, Sense Motive +18, Knowledge Local +18

Languages Common, Awnsheghlien


SPECIAL ABILITIES

Tears of Pain (Sp)
  • Concentration: d20+14 versus a DC of 23.

Once per round, as a standard action, A Hobgoblin Scourge may use its twisted Fey magic to inflict terrible pain upon its enemies. This is a mind-affecting spell-like ability that targets a 3x3 square area anywhere within 100 feet of the Hobgoblins square. The Hobgoblin must have line of sight to the target square. When cast, Tears of Pain inflicts 6d6 of psychic damage (resisted by ER x/psychic) and inflicts the Baffled condition until the end of the encounter. Victims are allowed to make a Will save against a DC of 20 to reduce the damage in half and reduce the Baffled condition to Dazzled instead.


Whipcrack (Su)

When attacked by the Hobgoblin's Cracking Whip attack, struck creatures must make a Fortitude Save versus a DC of 20. If they fail the save, they suffer the jostled condition and take 3d6 points of sonic-based Non-Lethal Damage. If they make the save, they are not jostled and only take half the sonic subdual damage. Hobgoblins don't want to KILL you, they want to CATCH you....

NOTE: Whipcrack may only be used once per round, even if the Hobgoblin makes a Full Attack action.


TREASURE

sell value of approximately 6,500 gp


COMBAT TACTICS

Hobgoblin Scourges are cruel, languid fiends who are quite will to let other Hobgoblins take the front ranks.

This does not make a Scourge any less dangerous in battle.

Using their Cracking Whip attack, they will target melee enemies from the second rank of the combat, looking to stack up subdual damage and knock out enemies quickly. Far more damaging, though, is their agonizing Tears of Pain attack, which they will target upon the soft rear ranks of their enemies, looking to inflict Baffled upon any spellcasters. Hobgoblins realize that Baffled is not a strong effect against a melee fighter, so they will target Tears of Pain upon soft targets and spellcasters first, then rely upon Cracking Whip and Whipcrack to take down any stubborn melee types.

If a battle is going poorly, Scourges will attempt to make a fighting withdrawal, moving away and casting Tears of Pain behind them to deter pursuit. If cornered, they will not hesitate to betray their comrades and attempt to work out surrender terms.

If forced into it, they will accept almost any terms of surrender that saves their lives: They have confidence they will turn the tables at a later date, and laugh last.

If surrender is not possible, they will fight savagely to the death.