Bestiary · Humanoid

Hobgoblin Mercenary

A hobgoblin company sells a squad that performs the terms of its contract and stops at the contract's boundary. If the client tries to widen the scope mid-operation, the squad stands still. As long as the fee is paid on time, it holds a position long after a militia would have gone home.

Hobgoblin Mercenary, drawn at Medium scale
Physiology
Humanoid
Size
Medium
Speed
30 ft.
Armor class
16
Hit points
71 (11d8 + 22)
Proficiency
+2
  • STR 15 +2 save +2
  • DEX 16 +3 save +5
  • CON 14 +2 save +4
  • INT 13 +1 save +1
  • WIS 12 +1 save +1
  • CHA 10 +0 save +0
Skills
Athletics +4 , Perception +3 , Technology +3
Passive Perception
13
Senses
darkvision 60 ft.
Languages
Goblin, Common, Federation Standard
Found in
Station Interior , Hyperlane Corridor

Equipment

Traits

  • Contract Bound

    The mercenary performs exactly what the contract states. It will not exceed the scope and will not abandon it while the fee is current.

  • Martial Advantage

    The mercenary deals an extra 2d6 damage to a creature it hits if an ally is within 5 feet of that creature and not Incapacitated.

Actions

  • Multiattack

    The mercenary makes two attacks.

  • Combat Blade

    +5 to hit · reach 5 ft.

    1d8 + 3 slashing damage

  • Service Carbine

    +5 to hit · long range

    1d10 + 3 ballistic damage

  • Suppress

    The mercenary suppresses a 15-foot cube within long range. Each creature in it makes a DC 13 Dexterity save or has its speed reduced to 0 until the start of the mercenary's next turn.