TEXT: HUMANOIDS
  3.5 SYSTEM COMPATIBLE
  LPJ9396
  
  LEADER OF THE PACK - HUMANOIDS
  PAGE 2
  WRITTEN BY
  Mike Kimmel 
  EDITED BY
  Joshua Yearsley
  COVER ART 
  Storn Cook and Anthony Cournoyer
  GRAPHIC DESIGN & LAYOUT
  Louis Porter, Jr. Design
  LOUIS PORTER, JR DESIGN
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  Leader of the Pack Humaniod, Copyright 2013, Louis Porter 
  Jr. Design, Inc.
  leader of the pack: humanoid Sourcebook
  
  LEADER OF THE PACK - HUMANOIDS
  PAGE 3
  INTRODUCING  
  THE LEADERS OF THE PACK SERIES!
  Tired of sending wave after wave of mooks at your PCs? 
  Don’t have time to stat out the leader of your monstrous 
  tribe? The Leaders of the Pack series provides GMs 
  with unique leaders for the hordes, tribes, and armies of 
  monsters in their campaigns. These NPCs work great as 
  individual threats, and they make particularly dangerous 
  teams when paired together. Add in a handful (or two) of 
  minions and your players will be begging for mercy!
  Leaders of the Pack 1: Humanoid Marauders includes 
  two distinct leaders for each type of monster presented: 
  bugbears, gnolls, goblins, hobgoblins, and orcs. Each entry 
  includes a full stat block, combat tactics, suggested plot 
  hooks, and sample encounters of varying levels.
  BUGBEAR MASTER TORTURER (CR 8) 
  AND LORD OF FEAR (CR 10)
  BUGBEAR MASTER TORTURER
  Bugbears actively seek to inflict as much pain and 
  suffering as possible, and sometimes they train specifically 
  in the art of dealing out pain. Torturers are common among 
  their kind and often rise to positions of leadership among 
  bugbears or other goblinoids simply because their kin 
  are terrified of the pain they can inflict. Master torturers 
  do not sit in dank dungeons waiting for their minions to 
  bring them prisoners; they actively seek out victims. Often 
  accompanied by several of their kin, the torturer attempts 
  to capture one or two members of a group and slowly 
  torture them to death. They use the mutilated bodies of 
  their victims to terrorize the victims’ former friends, and 
  then start the process all over again.
  BUGBEAR MASTER TORTURER CR 8
  XP 4,800
  Bugbear fighter 2/rogue 5
  CE Medium humanoid (goblinoid)
  Init +7; Senses darkvision 60 ft., scent; Perception +20
  DEFENSE
  AC 22, touch 14, flat-footed 18; (+5 armor, +3 Dex, +1 dodge, 
  +3 natural)
  hp 92 (10 HD; 2d10+8 plus 8d8+37)
  Fort +9, Ref +11, Will +6; +1 vs. fear
  Defensive Abilities bravery +1, evasion, trap sense +1, 
  uncanny dodge
  OFFENSE
  Speed 30 ft.
  Melee +1 heavy flail +14/+9 (1d10+8/19–20)
  Ranged mwk composite longbow +11/+6 (1d8+5/×3)
  Special Attacks sneak attack +3d6, surprise attack
  TACTICS
  Before Combat The master torturer observes his enemies 
  before attacking, noting which ones are easy prey. He sets up 
  an ambush if possible, preferring to attack victims while they 
  sleep or otherwise feel safe.
  During Combat On the first round of combat, the master 
  torturer attempts to sneak attack the weakest foe with a mighty 
  blow from his heavy flail. He then attempts to Intimidate and 
  demoralize his foes, typically with a display of his trophies 
  from previous victims, while his bugbear companions rush in 
  to join the fray. He continues to attack weak foes and, if any 
  fall unconscious, orders the bugbears to carry them off to be 
  tortured while he drinks a potion of invisibility to get away.
  Morale If his allies are killed or if he is reduced below 20 hit 
  points, the master torturer flees with the aid of a potion of 
  invisibility.
  STATISTICS
  Str 20, Dex 17, Con 16, Int 10, Wis 12, Cha 8
  Base Atk +7; CMB +12; CMD 25
  Feats Dodge, Improved Initiative, Intimidating Prowess, Iron 
  Will, Power Attack, Skill Focus (Perception), Toughness, Weapon 
  Focus (heavy flail)
  Skills Bluff +7, Disable Device +13, Heal +9, Intimidate +16, 
  Perception +20, Profession (torturer) +11, Sense Motive +9, 
  Stealth +20; Racial Modifiers +4 Intimidate, +4 Stealth
  SQ rogue talents (fast stealth, surprise attack, weapon training), 
  stalker, trapfinding +2
  Languages Common, Goblin
  Combat Gear potion of cure moderate wounds, potions of 
  invisibility (2); Other Gear +1 mithral shirt, +1 heavy flail, mwk 
  composite longbow (+5 Str) with 20 arrows, cloak of resistance 
  +1, masterwork thieves’ tools, masterwork torturer’s tools, 
  torturer’s trophies (severed elf fingers with 3 silver rings worth 
  100 gp each, a bleached orc skull with a gold tusk worth 30 gp, 
  several halfling ears with 5 ivory earrings worth 20 gp each) 
  BUGBEAR LORD OF FEAR
  Bugbears rarely turn to religion, but when they do the 
  results are terrible to behold. Knowing that bugbears are 
  particularly cruel and twisted, the gods of murder and will 
  sometimes choose these foul creatures as antipaladins—
  lords of fear—twisted champions of fear and misery. The 
  lords of fear terrify most other creatures, including other 
  bugbears; even master torturers, experts in the ways of 
  pain, consider themselves amateurs compared to these 
  dread warriors of evil. A lord of fear cares little for his 
  followers and will let them die or even kill them himself if 
  they get in the way of his unholy quest of endless anguish. 
  
  LEADER OF THE PACK - HUMANOIDS
  PAGE 4
  Despite their uncaring hatred—or possibly because of it—
  they often gather quite a number of fanatical followers.
  BUGBEAR LORD OF FEAR CR 10
  XP 9,600
  Bugbear antipaladin 8
  CE Medium humanoid (goblinoid)
  Init +0; Senses darkvision 60 ft., scent; Perception +21
  Aura cowardice (10 ft.), despair (10 ft.)
  DEFENSE
  AC 26, touch 10, flat-footed 26; (+10 armor, +3 natural, +3 
  shield)
  hp 120 (11 HD; 8d10+48 plus 3d8+15)
  Fort +13, Ref +7, Will +10
  Defensive Abilities unholy resilience +2; Immune 
  disease
  OFFENSE
  Speed 20 ft.
  Melee +1 battleaxe +17/+12 (1d8+6/×3)
  Ranged mwk throwing axe +11 (1d6+5)
  Special Attacks channel negative energy (DC 
  16, 4d6), smite good 3/day (+2 attack and AC, 
  +8 damage), touch of corruption 6/day (DC 
  16, 4d6 plus shaken [8 rounds] or staggered [4 
  rounds])
  Spell-Like Abilities (CL 8th; concentration +10)
  At Will—detect good
  Antipaladin Spells Prepared (CL 8th; concentration 
  +10)
  2nd—hold person (DC 14), scare (DC 14)
  1st—cause fear (DC 13), death knell (DC 13)
  TACTICS
  Before Combat The bugbear lord of fear has little mind 
  or need of) tactics. He simply attacks his enemies on 
  sight, trusting that his dark god will grant him a brutal 
  victory or a terrifying death.
  During Combat The lord of fear smites good enemies, 
  especially divine spellcasters, and focuses his attacks 
  on anyone healing or otherwise bolstering his 
  enemies, using Power Attack and Vital Strike to 
  deal out blows that do as much damage as possible. 
  Against weaker foes he casts scare and cause fear, and 
  against particularly dangerous melee combatants he 
  uses hold person or touch of corruption. As soon as a creature 
  is reduced below 0 hit points, whether it is an enemy or an ally, 
  he casts death knell on it.
  Morale The lord of fear has no fear of death, even seeing it as 
  a gift from his god. Thus, he fights to the death.
  STATISTICS
  Str 20, Dex 11, Con 18, Int 10, Wis 12, Cha 14
  Base Atk +10; CMB +15; CMD 25
  Feats Intimidating Prowess, Power Attack, Skill Focus 
  (Perception), Toughness, Vital Strike, Weapon Focus (battleaxe)
  Skills Intimidate +25, Perception +21; Racial Modifiers +4 
  Intimidate, +4 Stealth
  SQ aura of evil, cruelties (shaken, staggered), fiendish boon 
  (weapon +2), plague bringer, stalker
  Languages Common, Goblin
  
  LEADER OF THE PACK - HUMANOIDS
  PAGE 5
  Combat Gear potions of cure moderate wounds (5); Other 
  Gear +1 full-plate, +1 heavy steel shield, +1 battleaxe, belt of 
  mighty constitution +2, masterwork throwing axes (2), platinum 
  unholy symbol
  BUGBEAR LEADER PLOT HOOKS
   1.  The master torturer recently captured several travelers 
  on the road and left evidence showing that goblins, 
  his weaker kin, were responsible for the attack. The 
  evidence included several goblin corpses that at first 
  appear to have been slain by arrows, but further 
  inspection (DC 20 Heal or Perception) may reveal that 
  they were tortured to death. The master torturer hopes 
  to draw some haughty adventurers into the wilderness 
  and ambush the fools with his bugbear allies, knowing 
  that those who only expect to fight goblins will be 
  unprepared for his attack.
   2.  The lord of fear wandered into the lair of a tribe of orcs 
  (or some other type of evil humanoids) and, offended 
  by their behavior, casually killed their leader. Now 
  the orcs have sworn to shed blood in the lord of fear’s 
  name and shout oaths to his dark god on their raids 
  against human lands. An orc wounded and captured in 
  one of the battles tells the tale of “a horrible fiend clad 
  in black armor, who cleaved our leader’s head from his 
  shoulders in a single blow! We now follow him…for 
  blood, for pain, for glory!”
  SAMPLE BUGBEAR ENCOUNTERS
  NIGHT AMBUSH
  In this encounter, the master torturer and his squad of 
  bugbears attacks the PCs as they are camping or traveling, 
  or perhaps the sinister bugbears have lured the PCs into a 
  trap!
  SUGGESTED FOES: 
   •  1 bugbear master torturer, 2 bugbears, 3 goblins (EL 9; 
  XP 6,400)
   •  1 bugbear master torturer, 8 bugbears (EL 10; XP 
  9,600)
   • 2 bugbear master torturers (EL 10; XP 9,600)
  BUGBEAR LAIR
  In this encounter, the PCs find the bugbears in or near their 
  lair. The bugbears come out in full force to defend their 
  turf!
  SUGGESTED FOES: 
   •  1 bugbear lord of fear, 4 bugbears, 6 goblins (EL 11; 
  XP 12,800)
   •  1 bugbear lord of fear, 1 bugbear master torturer, 8 
  bugbears (EL 12; XP 19,200)
   •  1 bugbear lord of fear, 1 bugbear master torturer, 12 
  bugbears, 5 bugbear brutes (advanced bugbears) (EL 
  13; XP 25,600)
  GNOLL HUNTMASTER (CR 6)  
  AND SHAMAN (CR 7)
  GNOLL HUNTMASTER
  While most gnolls are lazy, relying on their slaves or 
  subordinates to do all the hunting, some gnolls actively 
  seek the thrill of the hunt. These ambitious gnolls often 
  become the huntmasters of their tribes, respected for their 
  skills in hunting, combat, and tactics. Huntmasters lead 
  other gnolls on slave raids and take the best (or the most) 
  slaves for themselves, so they never have to worry about 
  cooking, fixing weapons and armor, or any other mundane 
  tasks; they can devote themselves entirely to the hunt.
  GNOLL HUNTMASTER CR 6
  XP 2,400
  Gnoll ranger 5
  CE Medium humanoid (gnoll)
  Init +2; Senses darkvision 60 ft.; Perception +11
  Defense
  AC 19, touch 12, flat-footed 17; (+7 armor, +2 Dex)
  hp 55 (2d8+4 plus 5d10+15)
  Fort +8, Ref +6, Will +2
  OFFENSE
  Speed 20 ft.
  Melee +1 longspear +11/+6 (1d8+7/×3)
  Ranged javelin +8 (1d6+4)
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
  Special Attacks favored enemy (humans +4, animals +2)
  Ranger Spells Prepared (CL 5th; concentration +6)
  1st—entangle (DC 12), pass without trace
  TACTICS
  Before Combat Gnoll huntmasters hate fair fights and 
  hate fighting in their own lairs. They hunt down nearby 
  enemies, always backed up with a sizeable force of gnolls. The 
  huntmaster tries to set up an ambush if possible, whether from 
  the opposite side of a hill or the edges of the woods.
  During Combat The huntmaster casts entangle on his enemies 
  in the first round of combat, then peppers them with javelins 
  from the edge of the spell’s radius until they come into range 
  of his longspear. He orders his gnolls not to let anyone escape 
  from the entangling plants, and he personally pursues anyone 
  who manages to get away.
  
  LEADER OF THE PACK - HUMANOIDS
  PAGE 6
  Morale If the huntmaster finds himself alone in a fight 
  or falls below 15 hp, then he drinks his potion of 
  expeditious retreat and flees, using pass without trace 
  to hide his tracks as he heads back to the gnoll 
  camp to gather reinforcements.
  STATISTICS
  Str 19, Dex 14, Con 12, Int 8, Wis 13, 
  Cha 10
  Base Atk +6; CMB +10; CMD 22
  Feats 
  Cleave, 
  Combat 
  Reflexes, 
  Endurance, Furious Focus, Power Attack, 
  Toughness
  Skills Intimidate +8, Knowledge (geography) 
  +7, Perception +11, Stealth +7, Survival +9
  Languages Gnoll
  SQ favored terrain (plains +2), hunter’s bond (companions), 
  wild empathy +5
  Combat Gear potions of cure moderate wounds (2), potion of 
  expeditious retreat; Other Gear +1 breastplate, +1 longspear, 
  javelins (5), engraved gold armbands worth 350 gp
  GNOLL SHAMAN
  Highly regarded in most gnoll tribes, clerics often 
  worship dark goddesses of twisted monsters, strength, and 
  treachery. Gnolls see these shamans as representing the 
  more savage elements of their people, and so those who 
  show a divine connection must follow a strict diet: they 
  are only allowed to eat the flesh of their own kind. Raised 
  from a young age to see themselves as better than the rest 
  of their kin, as dominant amongst the tribe, gnoll shamans 
  often become leaders. Their guards and countless slaves 
  take care of the shaman leader’s every need, sometimes to 
  the point that the shaman does not even need to leave his 
  tent, growing unbelievably lazy and filled with contempt 
  for all creatures.
  GNOLL SHAMAN CR 7
  XP 3,200
  Gnoll cleric 7
  CE Medium humanoid (gnoll)
  Init +5; Senses darkvision 60 ft.; Perception +5
  DEFENSE
  AC 24, touch 11, flat-footed 23; (+8 armor, +1 Dex, +1 natural, 
  +4 shield)
  hp 65 (2d8+4 plus 7d8+21)
  Fort +11, Ref +6, Will +9
  OFFENSE
  Speed 20 ft.
  Melee mwk morningstar +6 (1d8+1)
  Special Attacks channel negative energy 4/day (DC 14, 4d6)
  Domain Spell-Like Abilities (CL 7th; concentration +10)
  6/day—copycat (7 rounds), strength surge (+3)
  Class Spells Prepared (CL 7; concentration +10)
  4th—blessing of fervor, confusionD (DC 17)
  3rd—cure serious wounds, magic vestment, nondetectionD, 
  prayer
  2nd—bull’s strength (2), cure moderate wounds, invisibilityD, 
  sound burst (DC 15)
  1st—bless, cure light wounds (2), disguise self, entropic shield, 
  shield of faith
  0 (at will)—bleed (DC 13), detect magic, light, resistance
  D Domain spell; Domains Strength, Trickery
  TACTICS
  Before Combat The shaman casts magic vestment on his 
  chainmail at the first sign of trouble in camp.
  During Combat The shaman casts blessing of fervor on himself 
  and his allies on the first round of combat, following up 
  with bull’s strength and prayer on his allies in later rounds. 
  Throughout combat he uses healing magic to keep these 
  magically-empowered allies in the fight. He casts confusion on 
  enemies if several of them group together. When attacked, the 
  shaman uses his copycat domain ability to create a duplicate 
  of himself.
  
  LEADER OF THE PACK - HUMANOIDS
  PAGE 7
  Morale When the shaman has no guards left or is reduced 
  below 20 hit points, he casts invisibility and flees, then casts 
  nondetection and waits to take his revenge upon the enemies 
  who defeated him.
  Base Statistics Without magic vestment, the shaman’s statistics 
  are AC 22, touch 11, flat-footed 21.
  STATISTICS
  Str 13, Dex 12, Con 15, Int 8, Wis 16, Cha 12
  Base Atk +5; CMB +6; CMD 17
  Feats Combat Casting, Improved Initiative, Lightning Reflexes, 
  Power Attack, Shield Focus
  Skills Perception +5, Spellcraft +6
  Languages Gnoll
  SQ aura
  Combat Gear potion of cure moderate wounds (2); Other Gear 
  masterwork chainmail, +1 heavy wooden shield, masterwork 
  morningstar, cloak of resistance +1, amulet of natural armor +1, 
  elaborate holy symbol branded into skin, necklace of human 
  teeth dipped in alchemical silver worth 400 gp
  GNOLL LEADER PLOT HOOKS
   1.  After the PCs defeat a small group of gnolls, the gnoll 
  huntmaster finds their tracks and follows them back 
  to their home. Gathering a sizeable warband, he lays 
  an ambush and captures some of the PCs’ friends or 
  family members. He purposefully leaves a trail back 
  to the gnoll camp and gives the slaves to the gnoll 
  shaman as gifts, hoping that the PCs will return and 
  slay the shaman so that he no longer must serve the 
  lazy, despicable creature.
   2.  The gnoll shaman communes with his dark goddess, 
  who provokes a prophetic vision of a group of adven-
  turers who will one day kill him. Knowing that his 
  death may be imminent, he allows the gnoll huntmaster 
  to become the leader of the tribe and uses magic to 
  disguise himself as a slave. When the adventurers 
  arrive, he seeks them out, pretending to be a slave 
  willing to help them free his friends. Of course, he has 
  no such intention and really means to lead them into a 
  trap set by the huntmaster. If the adventurers manage 
  to kill the gnolls, the shaman tries to continue his ruse 
  until he can find an opportunity to escape and seek his 
  revenge.
  SAMPLE GNOLL ENCOUNTERS
  GNOLL HUNTING PARTY
  In this encounter, the PCs encounter the gnolls in the 
  wilderness. Perhaps the gnolls are on the PCs’ trail after 
  the PCs defeated another monster nearby; or, the PCs are 
  tracking down the gnolls, who have taken a friend or ally 
  (or even another PC!) prisoner.
  SUGGESTED FOES: 
   • 1 gnoll huntmaster, 2 gnolls (EL 7; XP 3,200)
   •  1 gnoll huntmaster, 4 gnolls, 2 hyenas (EL 8; XP 
  4,800)
   •  1 gnoll huntmaster, 6 gnolls, 2 hyaenodons (EL 9; XP 
  6,400)
  GNOLL CABAL
  In this encounter, the PCs interrupt the gnolls during one 
  of the shaman’s rituals. The gnolls go into fits of rage 
  following this dire insult, attracting a large number of 
  nearby allies.
  SUGGESTED FOES: 
   • 1 gnoll shaman, 8 gnolls (EL 9; XP 6,400)
   •  1 gnoll shaman, 1 gnoll huntmaster, 8 gnolls, 2 hyenas 
  (EL 10; XP 9,600)
   •  1 gnoll shaman, 2 gnoll huntmasters, 8 gnolls, 2 hyae-
  nodons (EL 11; XP 12,800) 
  GOBLIN CHIEFTAIN (CR 5)  
  AND PYROMANCER (CR 4)
  GOBLIN CHIEFTAIN
  Goblin leaders are typically just a little bit stronger, 
  smarter, or luckier than the rest. Some goblin leaders 
  recognize the strength of the worg mount, which lets them 
  sit above their kin and will sometimes be kind enough 
  to devour those who oppose the fortunate goblin. Other 
  advantages of riding a worg include being able to escape 
  from battle faster than the rest of the goblins and being 
  able to see greater distances, thus notice danger sooner. 
  Thus, chieftains who ride worgs into battle are common 
  among goblinkind.
  GOBLIN CHIEFTAIN CR 5
  XP 1,600
  Goblin fighter 6
  NE Small humanoid (goblinoid)
  Init +6; Senses darkvision 60 ft.; Perception −1
  DEFENSE
  AC 22, touch 13, flat-footed 20; (+8 armor, +2 Dex, +1 shield, 
  +1 size)
  hp 55 (6d10+18)
  Fort +7, Ref +4, Will +1; +2 vs. fear
  Defensive Abilities bravery +2
  OFFENSE
  Speed 20 ft.
  
  LEADER OF THE PACK - HUMANOIDS
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  Melee +1 lance +12/+7 (1d6+6/×3) or longsword +9/+4 
  (1d6+2/19–20)
  Ranged shortbow +9/+4 (1d4/×3)
  Space 5 ft.; Reach 5 ft. (10 ft. with lance)
  Special Attacks weapon training (spears +1)
  TACTICS
  Before Combat The goblin chieftain mounts up on a worg 
  and commands the rest of his warriors—be they more worgs, 
  wolves, or goblins—to attack.
  During Combat The goblin chieftain prefers to ride back-and-
  forth across the battlefield using Ride-By Attack and Spirited 
  Charge to deal damage while staying out of reach of his 
  enemies. He commands his goblin warriors to surround and 
  flank enemies; these minions try to stay out of the way of the 
  chieftan’s charging worg, even if it means making poor tactical 
  decisions and provoking attacks of opportunity.
  Morale Even goblin leaders are somewhat cowardly, and 
  the goblin chieftain rarely starts a fight without backup. The 
  chieftain is not above fleeing on his worg mount if the battle 
  is going poorly for his warriors. If his worg dies, he drinks his 
  potion of invisibility and tries to escape.
  STATISTICS
  Str 14, Dex 14, Con 14, Int 12, Wis 8, Cha 11
  Base Atk +6; CMB +7; CMD 19
  Feats Improved Initiative, Mounted Combat, Power Attack, 
  Ride-By Attack, Spirited Charge, Weapon Focus (lance), Weapon 
  Specialization (lance)
  Skills Handle Animal +9, Intimidate +9, Ride +11, Stealth 
  +6; Racial Modifiers +4 Ride, +4 Stealth
  Languages Common, Goblin
  SQ armor training 1
  Combat Gear potions of cure light wounds (3), 
  potion of invisibility; Other Gear +1 banded 
  mail, masterwork buckler, +1 lance, longsword, 
  shortbow with 20 arrows, dented gold crown 
  missing its gemstones worth 300 gp
  GOBLIN PYROMANCER
  Goblins love fire, but they hate magic. A goblin that can 
  create fire out of nothing both impresses and terrifies 
  goblin onlookers. Such goblins tend to undergo harsh 
  treatment for most of their young lives, until they manage 
  to gain control of their abilities. Then, the goblins stop 
  picking on them and start taking orders. While goblin 
  pyromancers typically do not become leaders of entire 
  tribes, they often exercise some influence over the leaders 
  and the rest of the goblins. Their trifling knowledge of 
  magic tends to make other goblins think that  pyromancers 
  know everything, and so most goblins will believe just 
  about anything a goblin pyromancer says.
  GOBLIN PYROMANCER CR 4
  XP 1,200
  Goblin sorcerer 5
  CE Small humanoid (goblinoid)
  Init +4; Senses darkvision 60 ft.; Perception +0
  
  LEADER OF THE PACK - HUMANOIDS
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  DEFENSE
  AC 17, touch 16, flat-footed 12; (+1 armor, +4 Dex, +1 dodge, 
  +1 size)
  hp 35 (5d6+15)
  Fort +3, Ref +6, Will +5; +2 vs. poison
  Resist electricity 5
  OFFENSE
  Speed 30 ft.
  Melee club +1 (1d4–2) or 2 claws +1 (1d3–2)
  Ranged mwk light crossbow +8 (1d6/19–20) or ray +7
  Special Attacks claws (2, 1d3, treated as magic, 5 rounds/day)
  Sorcerer Spells Known (CL 5th; concentration +7)
  2nd (5/day)—bull’s strength, burning gaze (DC 15), scorching ray
  1st (7/day)—burning hands (DC 14), cause fear (DC 13), summon 
  monster I, vanish
  0 (at will)—bleed (DC 12), detect magic, flare (DC 12), message, 
  prestidigitation, spark (DC 12)
  Bloodline Abyssal
  TACTICS
  Before Combat The goblin pyromancer gets in position near 
  the toughest goblin (preferably the chieftain) and casts bull’s 
  strength on it.
  During Combat The goblin pyromancer uses her most 
  powerful spells to target enemies from a distance for as long 
  as possible. If a tough enemy closes with the pyromancer, she 
  uses cause fear to force the enemy to flee. The pyromancer uses 
  burning hands if several enemies group together and get too 
  close. Whenever possible, the pyromancer tries to keep several 
  goblin warriors between her and the enemies. She is willing 
  to let some of the goblins get hurt by her burning hands if it 
  means hitting more than one enemy at once.
  Morale The goblin pyromancer is physically weak and flees 
  with the aid of vanish if forced into a melee confrontation for 
  more than 3 rounds or if brought below 15 hit points. She 
  drinks a healing potion and hovers around the scene of the 
  battle until vanish wears off, then continues to attack. If the 
  goblins are losing or if the chieftain (or the toughest goblin in 
  the current encounter) is defeated, the pyromancer flees the 
  scene entirely.
  STATISTICS
  Str 6, Dex 18, Con 12, Int 13, Wis 10, Cha 14
  Base Atk +2; CMB −1; CMD 14
  Feats Dodge, Elemental Focus (fire), Eschew Materials, 
  Toughness
  Skills Bluff +10, Intimidate +10, Spellcraft +9, Stealth +12; 
  Racial Modifiers +4 Ride, +4 Stealth
  Languages Common, Goblin
  SQ bloodline arcana (summoned creatures gain DR 2/good), 
  demon resistances
  Combat Gear alchemist’s fire (5 flasks), potions of cure moderate 
  wounds (2), wand of magic missile (20 charges); Other Gear 
  masterwork light crossbow with 10 bolts, bracers of armor 
  +1, cloak of resistance +1, slightly melted silver necklace with 
  tarnished red garnets worth 100 gp
  GOBLIN LEADER PLOT HOOKS
   1.  The goblin chieftain only recently became the leader 
  of his tribe after the previous one was killed by angry 
  gnomes. Determined not to have the same fate befall 
  him, he has been commanding his warriors to collapse 
  all of the gnomish tunnels in the nearby hills. It seems 
  the goblins have captured one of the gnomes and are 
  ordering him to divulge the architectural secrets of his 
  people, so the gnomes seek out the adventurers to help 
  save their companion and kill the goblin chieftain!
   2.  A local sage says that he saw visions of “demon 
  spawn” in the forests that were burning the trees to 
  ash and bringing great destruction to the surrounding 
  villages. The sage is partly right—the “demon spawn” 
  is an Abyssal-blooded goblin pyromancer who plans to 
  drive her tribe to war and burn down everything in her 
  path while doing so. The sage begs the PCs to confront 
  the horrible demon, which he describes as over thirty 
  feet tall and held aloft by great wings of fire. The PCs 
  might be brave enough to confront the so-called demon 
  spawn, or maybe the pyromancer will bring the war to 
  them if they wait too long.
  SAMPLE GOBLIN ENCOUNTERS
  GOBLIN RAIDING PARTY
  In this encounter, the PCs encounter a goblin raiding party 
  during an attack on a settlement, or shortly before or after 
  the attack occurs. Alternatively, the goblins have learned 
  that the PCs are approaching their lair and have rode out to 
  challenge them!
  SUGGESTED FOES: 
   •  1 goblin chieftain, 3 goblins, 2 worg mounts (EL 7; XP 
  3,200)
   •  1 goblin chieftain, 6 goblins, 2 worg mounts, 3 goblin 
  dog mounts (EL 8; XP 4,800)
   •  1 goblin chieftain, 9 goblins, 4 worg mounts, 3 goblin 
  dog mounts (EL 9; XP 6,400)
  GOBLIN ARSONISTS
  In this encounter, the PCs encounter several goblins bent 
  on burning down an important structure. Armed with 
  torches, the goblins burn everything in sight while their 
  pyromancer leader provides magical support. Meanwhile, 
  their pet goblin dogs yap and growl excitedly, scaring off 
  anyone trying to put out the fires.
  
  LEADER OF THE PACK - HUMANOIDS
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  SUGGESTED FOES: 
   • 1 goblin pyromancer, 3 goblins (EL 5; XP 1,600)
   •  1 goblin pyromancer, 6 goblins, 1 goblin dog (EL 6; 
  XP 2,400)
   •  1 goblin pyromancer, 9 goblins, 2 goblin dogs (EL 7; 
  XP 3,200)
  HOBGOBLIN LIEUTENANT (CR 4)  
  AND BATTLE PRIEST (CR 7)
  HOBGOBLIN LIEUTENANT
  Hobgoblins are a militaristic race, and those who do well 
  in battle rise quickly through the ranks. Hobgoblin lieu-
  tenants are typically the second-in-command to leaders 
  of entire hobgoblin tribes, meaning they often lead their 
  own war parties into battle. These lieutenants are charged 
  with winning battles and keeping the hobgoblin troops in 
  line by enforcing strict rules and dealing out harsh punish-
  ments to those who disobey. In order to rise to the rank 
  of lieutenant, a hobgoblin must not only be stronger but 
  also smarter than his kin; as such, lieutenants tend to be 
  tactically minded and shrewd. When hobgoblins encounter 
  other tribes of like-minded humanoids, the lieutenants are 
  often put in charge of negotiations. If the negotiations go 
  poorly, they of course resort to more violent means.
  HOBGOBLIN LIEUTENANT CR 4
  XP 1,200
  Hobgoblin fighter (tactician) 5
  LE Medium humanoid (goblinoid)
  Init +3; Senses darkvision 60 ft.; Perception +8
  DEFENSE
  AC 22, touch 13, flat-footed 19; (+6 armor, +2 Dex, +1 dodge, 
  +3 shield)
  hp 57 (5d10+25)
  Fort +7, Ref +3, Will +1
  OFFENSE
  Speed 30 ft.
  Melee mwk longsword +10 (1d8+5/19–20)
  Ranged mwk composite longbow +8 (1d8+3/×3)
  TACTICS
  Before Combat The lieutenant uses his Knowledge skills 
  to learn as much about his enemies and the surrounding 
  terrain as possible before going to battle. If there is time, he 
  commands his troops to set up a tactical fighting formation, 
  using the terrain to his side’s advantage.
  During Combat The hobgoblin lieutenant uses his tactician 
  ability in the first round of combat to share his Outflank feat 
  with his allies and commands them to surround their enemies. 
  During each round of combat, he moves to flank an enemy and 
  attacks, commanding his allies to do the same. He and his allies 
  focus on taking down weaker-looking enemies first, especially 
  arcane spellcasters and elves, who hobgoblins think of as puny 
  but very dangerous.
  Morale When his forces are reduced to one-quarter their original 
  size (or one-half without significant enemy losses), or when 
  he is reduced below 15 hit points, the hobgoblin lieutenant 
  orders a tactical retreat. If the retreat seems successful, he 
  leaves to warn other allies and gather reinforcements, which 
  return to the fight before the hobgoblins’ enemies can recover. 
  STATISTICS
  Str 16, Dex 14, Con 16, Int 13, Wis 10, Cha 8
  Base Atk +5; CMB +8; CMD 20
  Feats Dodge, Mobility, Outflank, Power Attack, Toughness, 
  Weapon Focus (longsword), Weapon Specialization (longsword)
  Skills Diplomacy +7, Knowledge (geography) +9, Knowledge 
  (nobility) +9, Perception +8, Sense Motive +8; Racial Modifiers 
  +4 Stealth
  SQ armor training 1, reduced armor proficiency, strategic 
  training, tactical awareness +1, tactician 1/day
  Languages Common, Goblin, Orc
  Combat Gear potions of cure light wounds (4); Other Gear 
  masterwork breastplate, +1 heavy steel shield, masterwork 
  longsword, masterwork composite longbow (+3 Str) with 20 
  arrows, map of surrounding area worth 50 gp, map of nearby 
  town worth 150 gp, regularly gnawed-on amber worth 50 gp
  HOBGOBLIN BATTLE PRIEST
  Hobgoblins hate magic, but magic gifted to the hobgoblins 
  from the gods of war and slaughter is not nearly as bad as 
  stinky “elf magic.” Hobgoblins who show a connection to 
  such divine entities are tested in battle, just like any other 
  hobgoblin. If they succeed, they are given a special place 
  of honor and leadership amongst the hobgoblin tribes. 
  If they fail, they are tortured and killed, for their magic 
  is clearly a corrupting influence rather than an empow-
  ering one. Thus, most battle priests, like any other magic 
  users, do not last long amongst the hobgoblins. However, 
  hobgoblin battle priests who continue to win battles can 
  even become the leaders of entire tribes of hobgoblins, 
  goblins, and other creatures. Battle priests in high posi-
  tions order their lieutenants to handle most of the tribe’s 
  fighting, for if the battle priest herself is seen to lose a 
  battle, the hobgoblins will likely turn against her.
  HOBGOBLIN BATTLE PRIEST CR 7
  XP 3,200
  Hobgoblin cleric 8
  LE Medium humanoid (goblinoid)
  Init +6; Senses darkvision 60 ft.; Perception +2
  DEFENSE
  
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  AC 20, touch 12, flat-footed 18; (+8 armor, +2 Dex)
  hp 71 (8d8+32)
  Fort +10, Ref +5, Will +9
  OFFENSE
  Speed 20 ft.
  Melee +1 longspear +12/+7 (1d8+8/×3)
  Ranged mwk javelin +9 (1d6+5)
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
  Special Attacks aura of destruction (8 rounds), channel 
  negative energy 2/day (DC 13, 4d6), destructive smite 5/day 
  (+4 damage)
  Cleric Spells Prepared (CL 8th; concentration +10)
  4th—divine powerD, freedom of movement, spell immunity
  3rd—dispel magic, invisibility purge, magic vestmentD, prayer
  2nd—cure moderate wounds (2), resist energy, shatterD, silence
  1st—comprehend languages, detect good, divine favor, 
  protection from good, shield of faith, true strikeD
  0 (at will)—bleed, create water, detect magic, detect poison
  Domains Destruction, War (Tactics)
  TACTICS
  Before Combat The battle priest casts magic vestment each 
  day after donning her armor and drinks a potion of bull’s 
  strength when she is about to enter a battle.
  During Combat The battle priest uses her seize the initiative 
  ability to try to act before her enemies, then casts divine power 
  on herself during the first round of combat. Throughout 
  combat, she typically casts the spell that seems most tactically 
  relevant on her turn, and moves to a position where enemies 
  will be forced to provoke attacks of opportunity to 
  approach her. Once enemies have closed within her 
  longspear’s reach, she steps back and makes 
  full attacks with Power Attack, commanding 
  her hobgoblin troops to move in the way of 
  her enemies so she can resume spellcasting from 
  a distance. If she has taken damage, she waits until 
  her troops get in the way of her opponents before 
  backing up to heal with cure moderate wounds.
  Morale The battle priest knows that her position 
  amongst her people relies on her reputation as a 
  fierce and effective battle commander; she will 
  not flee from battle and fights to the death.
  Base Statistics Without bull’s strength and 
  magic vestment, the battle priest’s statistics 
  are: AC 19, touch 12, flat-footed 17; Melee 
  +1 longspear +10/+5 (1d8+5/×3); Ranged 
  mwk javelin +9 (1d6+3); CMB +9; CMD 21; 
  Str 16.
  STATISTICS
  Str 20, Dex 14, Con 16, Int 10, Wis 14, Cha 8
  Base Atk +6; CMB +9; CMD 21
  Feats Combat Casting, Combat Reflexes, 
  Improved Initiative, Power Attack
  Skills Knowledge (engineering) +11, Stealth 
  +11; Racial Modifiers +4 Stealth
  SQ aura, seize the initiative 5/day, sneaky, weapon 
  master (8 rounds)
  Languages Common, Goblin
  Combat Gear potions of bull’s strength (2), wand 
  of cure light wounds (50 charges); Other Gear +1 
  breastplate, +1 longspear, masterwork javelins 
  (4), cloak of resistance +1, silver holy symbol, 
  desecrated platinum holy symbol of an 
  enemy god worth 500 gp
  
  LEADER OF THE PACK - HUMANOIDS
  PAGE 12
  HOBGOBLIN LEADER PLOT HOOKS
   1.  The hobgoblin lieutenant has formed a war party that 
  has been harassing a small town for the past week. 
  The lieutenant hopes that these attacks will draw the 
  soldiers from the local lord’s keep into the woods, 
  where his troops have set up camp. However, with 
  some good scouting reports in his hands, the lieutenant 
  intends not to be on the battlefield when the soldiers 
  arrive. Rather, he hopes to be feasting in the great 
  hall of the keep with the lord’s head at his feet! The 
  PCs are either among those sent to the woods, only to 
  discover the lieutenant’s ruse, or they are staying in the 
  keep or the town when it is unexpectedly attacked.
   2.  The hobgoblin battle priest lost one too many battles 
  against the PCs and her own lieutenants tried to kill 
  her. One of those lieutenants, stronger than all the rest, 
  has now taken the battle priest’s place as leader of the 
  tribe. Seeking to regain her position by force, the battle 
  priest seeks out the PCs for help by pretending she 
  is betraying her tribe and seeking redemption for her 
  evils. She hires the adventurers to help kill the tribe’s 
  new leader, while in reality she intends to kill the 
  new leader and the adventurers in order to prove her 
  strength to the rest of the hobgoblins.
  SAMPLE HOBGOBLIN ENCOUNTERS
  HOBGOBLIN WARBAND
  In this encounter, the PCs encounter a group of hobgob-
  lins on an important military mission, such as seizing a 
  command post, destroying a siege engine, or waylaying 
  a supply caravan. The hobgoblins fight with discipline, 
  obeying the orders of their lieutenant. 
  SUGGESTED FOES: 
   • 1 hobgoblin lieutenant, 6 hobgoblins (EL 6; XP 2,400)
   •  1 hobgoblin lieutenant, 10 hobgoblins (EL 7; XP 
  3,200)
   •  1 hobgoblin lieutenant, 10 hobgoblins, 2 ogres (EL 8; 
  XP 4,800)
  HOBGOBLIN ENCAMPMENT
  In this encounter, the PCs encounter a hobgoblin military 
  encampment. The hobgoblins are busy training, eating, 
  packing and unpacking supplies, sharpening weapons, and 
  seeking military guidance from their battle priest. The PCs 
  likely learned of this encampment after an encounter with a 
  hobgoblin warband (see above).
  SUGGESTED FOES: 
   •  1 hobgoblin battle priest, 8 hobgoblins (EL 8; XP 
  4,800)
   •  1 hobgoblin battle priest, 1 hobgoblin lieutenant, 10 
  hobgoblins (EL 9; XP 6,400)
   •  1 hobgoblin battle priest, 2 hobgoblin lieutenants, 20 
  hobgoblins (EL 10; XP 9,600)  
  ORC WITCH DOCTOR (CR 6)  
  AND BARBARIAN KING (CR 9)
  ORC WITCH DOCTOR
  All orcs learn to endure pain, but orc witch doctors learn 
  to draw power from pain. When other orcs rise against a 
  witch doctor, he merely grits his teeth and grows stronger. 
  Witch doctors often grow to prominent positions within 
  orc tribes, respected for their ability to give and receive 
  tremendous amounts of pain. Their connection to a dark 
  and mysterious patron draws fear and jealousy from the 
  other orcs, who nonetheless follow these witch doctors. 
  Often, a more martially minded leader will entrust a witch 
  doctor to be an advisor and companion. Some witch 
  doctors willingly serve these leaders, but others merely 
  bide their time, waiting for the opportunity to punish their 
  own kin for the pain they have been forced to endure on 
  the tribe’s behalf.
  ORC WITCH DOCTOR CR 6
  XP 2,400
  Orc witch (scarred witch doctor) 7
  CE Medium humanoid (orc)
  Init +5; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 16, touch 12, flat-footed 14; (+1 armor, +1 Dex, +1 dodge, 
  +3 natural)
  hp 69 (7d6+42)
  Fort +6, Ref +3, Will +5; +2 vs. pain effects
  Defensive Abilities ferocity, scarshield 7 minutes/day
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee mwk falchion +5 (2d4+1/18–20)
  Special Attacks hexes (evil eye [6 rounds], misfortune [DC 17])
  Witch Spells Prepared (CL 7th; concentration +10)
  4th—spite
  3rd—bestow curse (DC 17), pain strike (DC 16), vampiric touch
  2nd—burning gaze (DC 16), cure moderate wounds, enemy’s 
  heart, summon swarm
  1st—burning hands (2, DC 15), cure light wounds, ill omen (2)
  
  LEADER OF THE PACK - HUMANOIDS
  PAGE 13
  0 (at will)—bleed (DC 14), detect magic, guidance, touch of 
  fatigue
  Patron Vengeance
  TACTICS
  Before Combat The witch doctor uses her scarshield ability 
  to boost her natural armor when enemies are near and 
  commands her orc warriors to prevent any enemies from 
  getting too close to her. She casts spite with vampiric touch so 
  that the spell will strike the first enemy to attack her in melee.
  During Combat The witch doctor fights from a distance, using 
  her most powerful magic and hexes to debilitate and kill her 
  opponents. If any opponents fall, she casts enemy’s heart. If her 
  vampiric touch does not fully restore her health, she uses cure 
  moderate wounds and cure light wounds to finish the job.
  Morale The witch doctor flees to the lair of the tribe’s warrior 
  leader when her minions are slain or if reduced below 20 hit 
  points.  If no such leader exists, she resigns herself to a painful 
  death and tries to kill as many enemies as possible before 
  dying.
  Base Statistics Without scarshield, the witch doctor’s statistics 
  are AC 13, touch 12, flat-footed 11.
  STATISTICS
  Str 12, Dex 13, Con 18, Int 12, Wis 10, Cha 8
  Base Atk +3; CMB +4; CMD 15
  Feats Combat Casting, Dodge, Improved Initiative, Toughness
  Skills Heal +12, Intimidate +11, Spellcraft +11
  Languages Common, Orc, Undercommon
  SQ constitution dependent, fetish mask, hex scar, weapon 
  familiarity
  Combat Gear potion of cure moderate wounds (2); Other Gear 
  belt of mighty constitution +2, bracers of armor +1, masterwork 
  falchion, pouch of bones and tiny freshwater pearls worth 25 
  gp
  ORC BARBARIAN KING
  Orcs rule through fear and brutality, with the strongest 
  lording over weaker orcs and taking what they want by 
  force. Sometimes, an orc emerges who is so mighty and 
  so brutal that he is able to defeat the leaders of other 
  orcish tribes and unite them under a single banner. These 
  orcish “kingdoms” almost never last long, as orcs are 
  too disorganized and too stupid to hold them together. 
  However, so long as the barbarian king in charge is still 
  alive—especially when he first gains power—the massive 
  number of orcs at his disposal poses a huge threat to any 
  nearby civilizations. Knowing that their glory will be short-
  lived—or arrogantly believing that they will outlast all 
  prior orcish kings—these barbarian kings send their forces 
  out to raid nearby settlements at every opportunity. Most 
  barbarian kings either die in battle before they can cause 
  any real trouble, or they retire from battle, relying on their 
  subordinates to carry out their wars for them. Rather than 
  grow lazy and fat, these kings seethe atop their thrones. 
  They lash out at their commanders and recklessly kill their 
  servants in fits of rage, as their bloodlust has no other 
  outlet.
  ORC BARBARIAN KING CR 9
  XP 6,400
  Orc barbarian 10
  CE Medium humanoid (orc)
  Init +1; Senses darkvision 60 ft.; Perception +9
  DEFENSE
  AC 18, touch 11, flat-footed 18; (+7 armor, +1 Dex)
  hp 95 (10d12+30)
  Fort +9, Ref +4, Will +3
  Defensive Abilities ferocity, improved uncanny dodge, trap 
  sense +3; DR 2/—
  Weaknesses light sensitivity
  OFFENSE
  Speed 40 ft.
  Melee +1 falchion +16/+11 (2d4+8/18–20)
  Ranged javelin +11 (1d6+5)
  Special Attacks rage (24 rounds/day), rage powers (no escape, 
  renewed vigor 3d8 +4, superstition +4, swift foot, unexpected 
  strike)
  TACTICS
  Before Combat The barbarian king sits on his throne while 
  devouring his latest meal, his sword laying across his knees 
  in wait for any who dare challenge him. He quaffs his potion 
  of bull’s strength from a nearby mug when enemies approach.
  During Combat The barbarian king flies into rage immediately, 
  and attacks hated enemy spellcasters whenever possible. 
  However, if he has an opportunity to make a full attack, he 
  never passes it up to move and attack a different foe.
  Morale The barbarian king fights to the death, for there is no 
  honor in running from a fight.
  STATISTICS
  Str 21, Dex 13, Con 14, Int 6, Wis 8, Cha 10
  Base Atk +10; CMB +15; CMD 26
  Feats Cleave, Critical Focus, Furious Focus, Power Attack, Vital 
  Strike
  Skills Acrobatics +10, Perception +9
  Languages Common, Orc
  SQ fast movement, weapon familiarity
  Combat Gear potion of bull’s strength, potion of cure moderate 
  wounds, potion of cure serious wounds; Other Gear +1 mithral 
  breastplate, +1 falchion, javelins (5), brooch of shielding, dented 
  mithral elven crown set with emeralds worth 2,200 gp
  ORC LEADER PLOT HOOKS
   1.  The PCs discover a strange grove or hidden cave with 
  orc blood splattered all across the ground and leading 
  
  LEADER OF THE PACK - HUMANOIDS
  PAGE 14
  away from the site. This location is where the orc 
  witch doctor performs her self-scarring rituals, but 
  to the PCs it may look like the aftermath of a fight. 
  Following the blood, the PCs may expect to find a 
  wounded orc; instead, they find a fully healed and 
  angry orc witch doctor, who swears vengeance on 
  them for entering her sanctuary!
   2.  The barbarian king is the father of many half-orcs, the 
  results of many years of raiding human settlements. 
  Some of his offspring are among his finest warriors, 
  raised by orcs to be just as brutal but not quite as 
  stupid, thus making them excellent leaders. Others 
  were raised by humans and harbor intense hatred for 
  the barbarian king. Any number of his children may 
  wish the barbarian king dead, whether so they can 
  take his place or to end his terrible reign. One of the 
  barbarian king’s children hires the PCs to kill the king. 
  Is it one of his offspring raised by humans who genu-
  inely wants the orc kingdom to be defeated, or is it 
  actually one of the leaders of the orcish army who 
  wants to be king himself, and is deceiving the 
  PCs?
  SAMPLE ORC ENCOUNTERS
  WITCH DOCTOR’S REVENGE
  In this encounter, the orc witch doctor seeks 
  vengeance against the PCs for defeating 
  other members of the orc tribe or for 
  violating her sacred ritual grounds. 
  The witch doctor has spurred her orc 
  warriors into a frenzy by describing the 
  PCs’ atrocities, and they are hungry for 
  blood!
  SUGGESTED FOES: 
   • 1 orc witch doctor, 6 orcs (EL 7; XP 
  3,200)
   • 1 orc witch doctor, 18 orcs (EL 8; XP 4,800)
   • 2 orc witch doctors, 12 orcs (EL 9; XP 6,400)
  BARBARIAN KING’S THRONE ROOM
  In this encounter, the PCs have fought their way to 
  the mighty barbarian king’s throne room and find 
  that he has gathered the remainder of his forces 
  in one final attempt to slaughter the PCs. The 
  barbarian king holds nothing back, screaming for 
  blood and glory and flying into a rage immediately 
  upon seeing the PCs!
  SUGGESTED FOES: 
   • 1 orc barbarian king, 24 orcs (EL 10; 9,600 XP)
   •  1 orc barbarian king, 1 orc witch doctor, 30 orcs (EL 
  11; 12,800 XP)
   •  1 orc barbarian king, 2 orc witch doctors, 60 orcs 
  (EL 12; 19,200 XP)
  
  LEADER OF THE PACK - HUMANOIDS
  PAGE 15
  LEADER’S LAIR
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Louis Porter Jr. Design/LPJ9396 - Leader of the Pack - Humanoids.pdf