Hobgoblin Agonizer
Hobgoblin Agonizer (CR 20)
Lawful Evil - Medium - Fey |
---|
Lore: | Know (Nature) | ||
38 | 58 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
44 | +34 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
Senses:
- Standard Senses
- Darkvision 60 ft.
- Keen Hearing 30 ft.
Movement Types:
- Walk 50 ft.
- Greater Climb 30 ft.
- Greater Swim 30 ft.
Defense
AC |
Man Def |
Monster Health | ||
1,018 | 509 | 38 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +22 |
Refl: | +17 |
Will: | +19 |
Strong Against:
Offense
Standard Attack (Melee):
- 1x Hob Saber +29 (4d8+25/17-20 x2)
as Slashing (physical, common)
plus: Bladeslap
Full Attack (Melee):
- 3x Hob Saber +29 (4d8+25/17-20 x2)
as Slashing (physical, common)
plus: Bladeslap
Standard Attack (Ranged):
- 1x Hob Knob +29 (5d8+24/19-20 x2)
as Bludgeoning (physical, common)
(Increment: 60 ft.; Max Range: 300 ft.)
plus: Upon successful strike, once per round per struck foe, make Reflex save vs DC 30 or be Prone
Full Attack (Ranged):
- 3x Hob Knob +29 (5d8+24/19-20 x2)
as Bludgeoning (physical, common)
(Increment: 60 ft.; Max Range: 300 ft.)
plus: Upon successful strike, once per round per struck foe, make Reflex save vs DC 30 or be Prone
Siege Damage: Not siege capable
Statistics
26 |
STR |
28 |
DEX |
24 |
CON |
20 |
INT |
22 |
WIS |
28 |
CHA |
Skills:
- Bluff: 33
- Diplomacy: 33
- Knowledge (Local): 33
- Knowledge (Nobility): 33
- Perception: 34
- Sense Motive: 33
- All other skills: 28 (no ranks)
Languages: Awnsheghlien, Common
Feats:
- Combat Reflexes (EFFECT: Monsters with this feat make up to 4 attacks of opportunity per round instead of one.)
- Blind-Fight (EFFECT: Ignore partial or total concealment penalties with your melee attacks)
Special Abilities
Whipcrack (Su) Free Action, 1/Rnd |
Up to once per round, as a free action, an Agonizer may raise their empty hand and with a goblinoid grin of glee, snap their fingers. One creature they choose within 50 feet of their space, to whom they have line of effect, although line of sight is NOT required, must make a FORT save versus a DC of 30. If they fail the save, they suffer 4d8+25 points of sonic (energy, common) damage, and gain the Secured condition until the start of the hobgoblin's next turn. If they succeed on the save, they are not secured and only take half the sonic damage. Note that the hobgoblin may choose to use this on any target they have reason to suspect is nearby, such as a player who has made a Stealth roll, but the Agonizer has already seen. Hobgoblins don't want to KILL you, they want to CATCH you.... |
Tears of Pain (Sp) Standard Action 1/Rnd |
Once per round, as a standard action, a Hobgoblin Agonizer may mime wiping a tear from its eye and 'flick' it toward victims of their choice. When doing so, it uses its twisted Fey magic to inflict terrible pain upon its enemies. This is a mind-affecting spell-like ability that targets a 5x5 square area anywhere within 150 feet of the Hobgoblin's square. The Hobgoblin must have line of sight and line of effect to the target square. When cast, Tears of Pain inflicts 4d8+25 of psychic (energy, uncommon) damage and inflicts the Baffled condition until the end of the encounter. Those who succeed on a Will save against a DC of 30 are able to reduce the damage by half and reduce the Baffled condition to Dazzled (which still lasts until the end of the encounter). |
Bladeslap (Su) Automatic 1/Rnd |
Up to once per round, a creature just attacked (hit or miss) by the Hobgoblin's Hob Saber attack must make a FORT save versus a DC of 30 as the Agonizer gives them a sharp rap on a sensitive part with the flat of the blade. If they fail the save, they suffer 4d8+25 points of buffeting (physical, uncommon) damage, and gain the Secured condition until the start of the hobgoblin's next turn. If they succeed on the save, they are not secured and only take half the buffeting damage. Agonizers are expert slave-takers, and they very much never want to waste a bit of flesh. They strive to keep Secured running as much as they can manage. |
Enslave (Su) Out of Combat |
When they catch slaves, Agonizers enact a fearful ritual upon them to ensure their compliance. They take Cold Iron and very carefully craft it into chains, heating it in their red forges to denature the poisoned substance. They take the white hot metal and hammer it into slave shackles upon their victims. This breaks the creature's will to the hobgoblin's, and thus you will see cruelly chained and shackled monsters in hobgoblin encounters. Enslaved: This is a strong status condition that applies only to monsters with an INT score. The monster becomes subservient to the hobgoblins and will do whatever it is told. The reforged Cold Iron shackles give enslaved monsters DR/Cold Iron equal to their CR ÷ 2. Enslaved creatures grant 10% more XP and treasure to reflect their stronger combat stats. Enslaved can be cured only by casting Remove Curse (Cleric Spell), or using an ability with a comparable effect. |
Uncanny Feint (Ex) Swift Action |
Hobgoblins can bend and move in a fluidly repulsive, unnatural way, which makes predicting when and where they are going to attack exceedingly difficult. As a result of this unnatural pliability, as a swift action, the Hobgoblin can use Bluff to Feint in combat, causing its opponent to be flat-footed against that hobgoblin's attacks until the beginning of the hobgoblin's next turn. The DC of this check is equal to 10 + the target's base attack bonus + the target's Wisdom modifier. If the target is trained in Sense Motive, the DC is instead equal to 10 + the target's Sense Motive bonus, if higher. Uncanny Feint does not provoke attacks of opportunity. |
Hobgoblin Agonizer
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 Agonizers are the 'hoity toity' members of hobgoblin society. They are actually nobility, the lowest ranks of that ilk in Hob Society, but that counts for little, and there are so many ranks and divisions and fine shades of status, Agonizers are always hungry for advancement, and eager to gain. They're wealthy and well-fed, arrogant and full of themselves, certain they are superior to the lesser sorts around them.
Agonizers are better dressed, have more elaborate homes and lairs, and of course, have more slaves. Agonizers, with their touch of nobility, realize how far they have yet to rise, and so they marshall their slaves carefully, seeing they are not casually abused, so that the deliberate abuses can be just that bit more effective. Agonizers almost always have a slave nearby to carry out their psychologically horriffic orders.
Despite their airs, Hobgoblin Agonizers are skilled combatants and more than a little skilled in cruel magics, that they use to good effect against their victims.
Agonizers are more likely to roam afield than other Hobgoblins, seeking allies and resources as they relentlessly climb the ladder.
Combat Tactics
Hobgoblin Agonizers, despite their near-noble status, are usually hard-charging fiends who love to lead from the front and are more than willing to take the fight to their enemies.
That said, they are wealthy and powerful, and they like to remain that way. They will commonly send in an Enslaved creature, or two, or three, as their 'front line', to see how nasty their latest victims are. Indeed, it is not unknown for Agonizers to send an entire attack force of Enslaved monsters into battle to 'soften up' a party of adventurers, and if the Enslaved perform poorly, the Agonizers will try to set an ambush, or otherwise 'set things in their favor'. If those Enslaved get utterly annihilated, the Agonizers are not above retreating promptly and completely.
In battle, they will use their free-action Whipcrack, snapping their fingers with glee, battering their foes. If forced to fight at range, they throw massive round metal balls, their Hob Knobs, smashing foes down. Many Hobgoblins lavish decoration and care on their Hob Knobs, as they can be a symbol of status, but Agonizers usually enjoy melee better.
They will often seek to close to battle, using terrain and their excellent Swim and Climb speeds, trying to maneuver around strong fighters to reach the softies hanging back. To this end, they will often use a wave of Tears of Pain on all the back rankers they can find, seeking to damage the softies and lay a condition to make spell casting more difficult.
Against melee fighters, they almost always use their Uncanny Feint first, expending their swift action to try and flat-foot a hapless soon-to-be-slave. After Uncanny Feint, Whipcrack and a full dash of Hob Saber strikes with a Bladeslap added in will generally let them make progress against even the toughest of foes.
Agonizers are very, very good at fighting, with Combat Reflexes to punish those who move carelessly around their attack formation, and they are so skilled they can ignore all miss chances thanks to their Blind-Fighting. They don't have access to a miss chance in their base powers, but if the environment offers up such a thing, such as by dousing a torch or breaking a window to let in smoke, they will do so with glee.
Woe betide those who face an Agonizer who has a Mage pattern....
If a battle is going poorly, Agonizers 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.
Out of Combat
Hobgoblin Agonizers are sleek and well-fed, mannered and vicious dandies. They are least nobles, and want to get better at it. They have money and status, but they want more of it...or at least to have a good time. As such, they are usually found in roving 'expeditions', looking to expand their slave coffles or gather up plunder to support their noble ambitions.
Yes, Agonizers are usually out roaming and ravaging as a hobby, rather than a profession.
No, that doesn't make them any less dangerous! Just because they are inclined to enjoy a bout of witty banter before a fight doesn't make them less monstrous, it makes them WORSE. Because Hobgoblins are really, truly nice, civilized beings, who just happen to feel that all other races exist to serve them as chattel, and nothing, NOTHING, will change their minds.
Well, except death....
Rewards
XP: 307,200
Treasure: Sellable Goods worth 119,667 gp.
- Weight: 200 lbs. Volume: 8 cu. ft.
Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Remnant(s) Found | |
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1 - 10 | Nothing Found |
11 - 14 | 1 Languid Remnant (tier 1) |
15 - 17 | 1 Pale Remnant (tier 2) |
18 - 19 | 1 Bright Remnant (tier 3) |
20 | Roll on Table 2 |
### | Nothing to see here! |
### | Or here. Move along. |
Table 2: Remnant(s) Found | |
---|---|
1 - 5 | 3 Languid Remnants (tier 1) |
6 - 10 | 3 Pale Remnants (tier 2) |
11 - 14 | 1 Intense Remnant (tier 4) |
15 - 17 | 1 Blazing Remnant (tier 5) |
18 - 19 | 1 Vital Remnant (tier 6) |
20 | Roll on Table 3 |
### | Or here. Move along. |
Table 3: Remnant(s) Found | |
---|---|
1 - 5 | 3 Bright Remnants (tier 3) |
6 - 8 | 3 Intense Remnants (tier 4) |
9 - 11 | 3 Blazing Remnants (tier 5) |
12 - 14 | 3 Vital Remnants (tier 6) |
15 - 17 | 1 Prime Remnant (tier 7) |
18 - 19 | 1 Mythic Remnant (tier 8) |
20 | 1 Empyrean Remnant (tier 9) |