Troop, Hobgoblin Grenadiers

The hobgoblins in this close group bear crazed, eager expressions. They are outfitted with sturdy crossbows and several vials of unstable chemicals.

Grenadier Troop CR 8

XP 4,800
LE Medium humanoid (goblinoid, troop)
Init +8; Senses darkvision 60 ft.; Perception +10

DEFENSE

AC 21, touch 15, flat-footed 16 (+4 armor, +4 Dex, +1 dodge, +2 natural)
hp 94 (9d8+54)
Fort +11, Ref +7, Will +6
Defensive Abilities troop traits

OFFENSE

Speed 30 ft.
Melee troop (2d6+3 plus 2d6 fire)
Space 20 ft.; Reach 5 ft.
Special Attacks alchemical barrage, enhanced volley

STATISTICS

Str 16, Dex 19, Con 20, Int 15, Wis 13, Cha 10
Base Atk +6; CMB +9; CMD 24
Feats Dodge, Endurance, Improved Initiative, Iron Will, Toughness
Skills Craft (alchemy) +14, Intimidate +9, Knowledge (engineering) +11, Perception +10, Stealth +6; Racial Modifiers +4 Stealth
Languages Aklo, Common, Draconic, Goblin
SQ battlefield healing

SPECIAL ABILITIES

Alchemical Barrage (Ex)

As a standard action, a grenadier troop can target a single square up to 40 feet away with a concentrated barrage of bombs. This attack deals 8d4 points of fire damage to all creatures in a 20-foot-radius burst (Reflex DC 18 half). The save DC is Dexterity-based.

Battlefield Healing (Su)

Once per day as a swift action, this troop can heal itself or an adjacent creature of 5d6 points of damage.

Enhanced Volley (Ex)

A grenadier troop can fire a volley of alchemically infused crossbow bolts as a full-round action. This attack takes the form of up to two lines with a range of 100 feet. These lines can each start from the corner of any square in the troop’s space.

For every line that hits a creature, it takes 2d8 points of piercing damage plus an additional 2d6 points of acid or fire damage (as selected by the grenadier troop). A successful DC 18 Reflex saving throw halves the piercing damage but not the acid or fire damage.

The save DC is Dexterity-based.

ECOLOGY

Environment any
Organization solitary or battalion (2–4 and 2–6 hobgoblin troops)
Treasure standard

Alchemists serve as the main source of a hobgoblin army’s healing magic. When on the battlefield, though, alchemists mostly rely on their bombs.

The grenadier troop represents a standard hobgoblin troop with veteran grenadiers added (see the grenadier archetype).

Besides having the strength and rigid discipline of basic troopers, grenadiers use alchemy to enhance bombs, improve their own ranged attacks, and administer healing.

Grenadier troops are most often employed to destroy a strategic target, such as an enemy’s supply depot or even a small fortress.

Given the grenadiers’ reputation for showy destruction, they are at times deployed against targets where a fiery spectacle will lower enemy morale, such as against a temple or local landmark. Grenadier troops are often fielded alongside hobgoblin troops, but the grenadier troops are often less than attentive about whether their alchemical attacks splash onto hobgoblin allies. Although a grenadier troop operating alone uses its battlefield healing on itself when members are injured, a troop deployed near a lieutenant or higher-ranking leader uses its battlefield healing only when commanded. Hobgoblin troop leaders consider grenadier troops a useful source of healing in the middle of a fight.

Most hobgoblins in the grenadier troop are armed with a longsword, a light crossbow with 20 bolts, and a chain shirt. Although not all members of the troop are alchemists, most members of the troop carry flasks of acid and alchemist’s fire that they are eager to use.

Section 15: Copyright Notice

Pathfinder Adventure Path #115: Trail of the Hunted © 2017, Paizo Inc.; Authors: Amber E. Scott, with Crystal Frasier, Luis Loza, Ron Lundeen, Tonya Woldridge, and Linda Zayas-Palmer.

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