This grim band of hobgoblin hunters is equipped with sturdy armor and well-used weapons.
Iron Magehunter Troop CR 14
Str 17, Dex 20, Con 20, Int 11, Wis 16, Cha 11
Base Atk +14; CMB +17; CMD 32
Feats Combat Reflexes, Diehard, Disruptive, Endurance, Improved Initiative, Iron Will, Lightning Reflexes, Spellbreaker, Step Up, Toughness
Skills Knowledge (arcana) +10, Perception +12, Spellcraft +19, Stealth +9; Racial Modifiers +4 Stealth
Languages Common, Goblin
Arcane Hunter (Ex)
A magehunter troop deals an additional 2d6 points of damage with its troop attack to creatures with levels of any arcane spellcasting class or that use spell-like abilities not derived from a divine spellcasting class.
Magic Weapons (Ex)
A magehunter troop’s attacks count as magic for the purpose of bypassing damage reduction.
When a magehunter troop succeeds at a Fortitude or Will saving throw against a spell or spell-like ability that has a partial effect even on a successful save, the troop is completely unaffected by it.
A magehunter troop can fire a volley of crossbow bolts as a standard action. This attack takes the form of up to four lines with a range of 100 feet. These lines can start from the corner of any square in the troop’s space. All creatures in any of these lines take 4d8 points of piercing damage (Reflex DC 24 half). The save DC is Dexterity-based.
Organization solitary, pair, or division (3–6)
Pathfinder Adventure Path #120: Vault of the Onyx Citadel © 2017, Paizo Inc.; Authors: Larry Wilhelm, with Paris Crenshaw, Crystal Frasier, Tim Hitchcock, Kalervo Oikarinen, and Greg A. Vaughan.