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.
- 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.