Hobgoblin Cheiftain

Hobgoblin Chieftain
Level 5 (+3)
"We had completely exhausted ourselves, but the caster had fallen as well. Of course, that is when we heard the rhythmic thumping of a giant metal Morningstar against the thick hands of their hulking leader. He grinned wildly, not even concerned for the loss of his people. He thought he had us beaten, and that was all that mattered."
——Sheryl Razorleaf, Half-Elven Archer
Only the toughest, strongest, and most battle-scarred Hobgoblins get to claim the position of Chieftain. The leader of the tribe is a skilled Warrior wielding heavy weapons to quickly take down challengers. He also lays claim to the best armor and will often be seen wearing at least a chain shirt for protection. Within Hobgoblin society, his orders are obeyed without question, and violent, public murder is considered an appropriate response to insubordination. This iron fisted approach to ruling is the only way that Hobgoblin tribes continue to work together, and all Chieftains understand this by the time they take command. It is no surprise then, that a good Hobgoblin leader frequently takes his people into battle, ensuring that they sate their bloodlust on other creatures instead of each other.
Awareness
19
Senses
Darkvision
Initiative
15/1d10
Max HP
104
Resilience: +4
Healing Value: 20
Morale
1
Defenses
AC
18/23
Touch
15
Fort
16
Reflex
16
Will
15
Resistances: Weapon (1 on Glance)
Vulnerabilities:
Defensive Actions
Battle Hardened
It requires two advantages (instead of one) to automatically upgrade a Glancing Hit to a Full Hit. (Basic)
Attributes / Saving Throws
STR
16 / 19
DEX
14 / 17
CON
17 / 20
INT
11 / 13
WIS
11 / 13
CHA
14 / 16
Saving Throw Modifiers:
Actions
Movement Modes
Shift 5ft / 3
Skirmish 30ft / 4
Sprint 55ft / 4
At-Will
+8 vs AC (Crit 8%/9)
Morningstar
1d12+10 damage (ArN 4)
REC 9, Reach 5ft
+7P vs AC (Crit 18%/12)
Heavy Crossbow
1d12+6 damage (ArN 6)
REC 8 (Reload 2), Range 275ft
1d8+1 damage
Grapple +7
Special Actions
Chieftain Techniques
On each turn, roll 1d6 to determine the actions available to the Chieftain.

Any result:
Basic Attack: Make a Melee or Ranged Basic attack. (Basic)

3 or more, choose one of the following:
Great Swing [REC 10]: Make a Morningstar Attack on two creatures within reach. (Basic)
Crush: Make a Morningstar Attack. On a hit, the target is Hobbled (4) [SE, ST 3d10 vs CON]. If the target is Prone, it also suffers +1d12 damage. (Basic)

5 or more:
Demoralizing Blow: Make a Morningstar Attack. On a hit, deal +1d12 damage and make an opposed skill check, +11 vs Bravery. If the check succeeds, the target suffers 1 Morale Damage (Basic)
Overland Movement
30 mi/day
Qualities
  • Light Foot: +4 racial bonus to Stealth. (inc.)
  • Goblin Quickness: +1 racial bonus to Reflex. (inc.)
  • Hobgoblin Resilience: Gain a +2 Racial bonus to Resilience. (inc)
  • Armor Proficiency:: Hobgoblins are proficient in Rank 3 Armor.
Skills: Rank 2 Balance [+4], Rank 3 Climb [+6], Rank 2 Jump [+3], Rank 2 Riding [+2], Rank 3 Stealth [+8], Rank 1 Tumble [+0], Rank 4 Listen [+8], Rank 5 Spot [+10], Rank 3 Hunting [A: +7/L&T: +6], Rank 2 Orienteering [A: +4/L&T: +4], Rank 3 Martial Pract. [A: +8/L&T: +6], Rank 4 Coercion [+11], Rank 2 Manipulation [+5], Rank 3 Persuasion [+6], Rank 3 Bravery [+9], Rank 3 Intuition [+6], Rank 3 Suspicion [+6]
Feats: Armor, Heavy Hitter
Philosophies: Rank 2 Mental, Rank 3 Physical, Rank 4 Martial
Combat Training: Melee 2, Ranged 1, Parry 2, Fort 1, Reflex 1, Will 1
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: Byrnie, Morningstar
Social
Languages: Goblin
Composure: 18
Charm
+1
Coercion
+11
Deception
+1
Manipulation
+5
Persuasion
+6
Aloofness
+1
Bravery
+9
Intuition
+6
Tolerance
+1
Suspicion
+6
Prejudices:
  • Non-Greenblood: Hate 2
  • Smaller Greenbloods: Doubt 1
Motives: