A Bad Day for Trolls is coming from Run Amok Games soon (check out the Upcoming tab above), and I wanted to show off one of the enemies that that the troll "heroes" will face. In this adventure, the PCs all play trolls, and I needed an enemy that would put a bit of a scare into them. I decided that an acid-flinging sorcerer would do, but I didn't want to wholly build one from the ground up. I took the draconic sorcerer from the
Pathfinder RPG NPC Codex and made a few key edits: I changed the dragon type, the race (as it needed to be a hobgoblin), and a few spell selections to work better with the other enemies appearing in that encounter. Here it is: a hobgoblin sorcerer ready to menace your own mid-level to high-level Pathfinder PCs!
Hobgoblin Sorcerer CR 12
XP 19,200
Male hobgoblin sorcerer 13
LE Medium humanoid (goblinoid)
Init +7; Senses darkvision 60 ft.; Perception +8
Defense
AC 23, touch 16, flat-footed
19 (+4 armor, +2 deflection, +3 Dex, +1 dodge, +3 natural)
hp 161 (13d6+113)
Fort +12, Ref +12, Will +10
Resist acid 10
Offense
Speed 30 ft.
Melee 2 claws +7 (1d4+1 plus
1d6 acid) or masterwork morningstar +8/+3 (1d8+1)
Ranged masterwork javelin
+10/+5 (1d6+1)
Special Attacks claws (1d4+1
plus 1d6 acid, treated as magic weapons, 8 rounds/day), breath weapon (60-foot
line, 13d6 acid, DC 21, 1/day)
Sorcerer Spells Known (CL
13th; concentration +18)
6th (4/day)—acid fog, chain lightning (DC 23), form
of the dragon I
5th (7/day)—cone of cold (DC 22), dismissal (DC 20), feeblemind (DC 20), spell
resistance
4th (7/day)—black tentacles, dimension door, fear (DC
19), fire shield, ice storm
3rd (7/day)—fireball (DC 20), fly, haste, lightning bolt (DC 20), slow (DC 18)
2nd (7/day)—acid arrow, elemental touchAPG (DC 19), false life, gust of wind
(DC 19), resist energy, scorching ray
1st (8/day)—grease (DC 16), mage armor, magic missile,
ray of enfeeblement (DC 16), shocking grasp, vanishAPG
0 (at will)—acid splash, bleed (DC 15), detect magic,
flare (DC 17), light, mage hand, mending, ray of frost, read magic
Bloodline draconic (black)
Tactics
Before Combat The hobgoblin
sorcerer cast bear's endurance, false life, and mage armor before beginning his assault. If he expects to face multiple spellcasters, he also casts spell resistance.
During Combat The sorcerer
prefers to cast his acid spells, particularly acid fog, and he saves his breath weapon until his foes are lined
up so he can catch as many as possible in its effect. He casts haste to bolster his allies and attempts
to keep his allies between himself and his enemies as much as possible. If
cornered, he uses spells like fly and
vanish to reach a place of safety and
begin his bombardment anew.
Morale Though stubborn, the
hobgoblin sorcerer is not eager to die in combat. If reduced below 50 hit
points, he casts dimension door and
flees.
Base Statistics Without his
spells, the hobgoblin sorcerer's statistics are AC 19, touch 16, flat-footed 15; hp 146; Fort +10; Con 16.
Statistics
Str 12, Dex 16, Con 20, Int 10, Wis 8, Cha 21
Base Atk +6; CMB +7; CMD 23
Feats Combat Casting, Dodge,
Eschew Materials, Greater Spell Focus (evocation), Improved Initiative,
Lightning Reflexes, Maximize Spell, Mobility, Spell Focus (evocation),
Toughness
Skills Intimidate +21,
Knowledge (arcana) +9, Perception +8, Spellcraft +4, Stealth +7; Racial Modifiers +4 Stealth
Languages Common, Goblin
SQ bloodline arcana (acid
spells deal +1 damage per die)
Combat Gear acid (2), antitoxin
(2),
potions of cure serious wounds
(2),
wand of vampiric touch (10
charges);
Other Gear masterwork
morningstar, masterwork javelin,
amulet
of natural armor +1,
cloak of
resistance +3,
headband of alluring
charisma +4,
ring of protection +2,
bag of holding (type I), platinum
bracelet engraved with carvings of cavorting dragons worth 120 gp