Goblin
Goblin (CR 6)
Pure Evil - Small - Fey (Goblinoid, Jarring, Coursing) |
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Lore: | Know (Nature) | ||
12 | 24 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
18 | +8 |
Passive | Active |
Ambush: |
11+ |
on a d20 |
Senses:
Movement Types:
- Walk 60 ft.
Defense
AC |
Man Def |
Monster Health | ||
81 | 40 | 2 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +7 |
Refl: | +0 |
Will: | +1 |
Strong Against:
- (Jarring Creature) The World Is Delicate: A Jarring creature rattles the world itself with their crashing footsteps. They can sneak around as well as any other monsters when they want to, but if they are moving full force, as during a combat, the eerie massiveness they possess makes the world seem positively fragile around them. This manifests in many ways, small and large.
- Jarring creatures weigh four times as much as a normal creature, and can carry twice as much weight before being encumbered.
- Jarring creatures are Immune to the effects of Difficult terrain and Impeded terrain.
- Jarring creatures are Immune to forced movement from any source except a creature with the Legend Role.
Offense
Standard Attack (Melee):
- 1x Goblin "Sword" +10 (1d8+6/19-20 x2)
as slashing (physical, common)
Full Attack (Melee):
- 3x Goblin "Sword" +10 (1d8+6/19-20 x2)
as slashing (physical, common)
Standard Attack (Ranged):
- 1x Goblinov Cocktail +10 (1d8+6/19-20 x2)
as fire (energy, common)
(Increment: 10 ft.; Max Range: 50 ft.)
Full Attack (Ranged):
Siege Damage:
- 1x Goblin Gnaw +3 (1d2)
Statistics
13 |
STR |
19 |
DEX |
12 |
CON |
10 |
INT |
9 |
WIS |
6 |
CHA |
Skills:
- Knowledge (Dungeoneering): 7
- Perception: 8
- Survival: 8
- All other skills: 0 (no ranks)
Languages: Goblin
Special Abilities
Goblinov Cocktail (Ex) |
Goblins can throw a ball of alchemical goo at nearby enemies which explodes on contact. The goblin rolls a ranged attack, and if the attack hits, the target takes 1d8+6 points of fire (energy, common) damage, and all adjacent squares take the minimum possible roll in fire damage. If the attack misses, the cocktail fails to explode and simply bounces off the target and rolls into a corner. |
Flamboyance (Su) |
In the all-too-likely event that a goblin suffers fire (energy, common) damage, their loose clothing, stuffed with straw, alcohol, and other accelerants and combustibles will easily cover the goblin in flames, even if the effect which exposed them to fire damage was an instant effect, or doesn't normally light things on fire. Once on fire, goblins become even more excited about attacking nearby enemies, as they are goaded by the proximity of the thing they worship. This has the effect of adding 1d6+4 points of precision damage to each of the goblin's attacks. However, each round after the first, at the start of the burning goblin's turn, the goblin suffers 1d6 points of fire (energy, common) damage. If a goblin is reduced to zero hit points by fire damage, either due to this power, or due to attacks made against them, they are slain as normal, but their bodies can be the subject of a peculiar ritual if they can be retrieved. |
Hammering Steps (Ex; Jarring Creature Pattern) Free 1/Adjacent Enemy |
Jarring creatures, once per round per enemy creature, may roll a free action Trip Combat Maneuver against any creature they move adjacent to (even if simply going past them) that shares a solid surface with the Jarring creature. This free Trip occurs when they move into any adjacent square, and thus always occurs before any attacks of opportunity, unless the creature possesses an ability that allows an attack of opportunity upon entering a square. They may use this ability against Quelled or Prone targets to raise their condition to a maximum of Splayed. |
SMASH (Ex; Jarring Creature Pattern) Free Action |
On declaration of any melee or ranged attack (but not abilities), a Jarring creature may choose to change their damage from their normal hit-point damage to Siege damage. This does no harm to creatures, but allows them to smash down doors and walls with alarming ease, using a simple Maneuver Offense roll of a d20 + 10 for each attack. SMASH causes Siege Damage to objects and structures, inflicting 2 points of Siege Damage per strike (in melee or at range). |
Coursing Attacks (Ex; Coursing Creature Pattern) Automatic |
At the start of each round, a Coursing Creature gains a pool of Coursing Dice. Coursing Dice are d6's, and the number of Coursing Dice is equal to 3. At any time, as a free action, it may spend one or more of these D6's to raise a D20 roll by +1 for each die spent, or it may roll one or more of the D6's to increase the damage of a successful attack it just made. This may be used to boost to-hits, saves, and skill rolls, or it may be used to increase the damage of melee or ranged attacks and abilities. All Coursing Dice may only be used once (either spent or rolled) each round, Coursing Dice damage is bonus damage and thus not affected by critical hits, and Coursing Dice damage is inflicted as the same type of damage as the attack it is added to for purposes of bypassing DR and/or ER. If an attack inflicts more than one type of damage, the GM may choose per Coursing Die rolled what damage type it is. |
Coursing Dash (Ex; Coursing Creature Pattern) |
Once per encounter, a Coursing Creature may perform a Move Action as a Swift Action. |
Coursing Stride (Ex; Coursing Creature Pattern) |
Out of combat, a Coursing Creature's Overland Travel speed is doubled. |
Goblin
Small green humanoids with oversized heads brimming with sharp teeth, goblins are known for being aggressive, and, above all, a bit crazy.
Goblins can be found nearly anywhere that food can be had, but like caves, ruins and abandoned areas since they prefer not to have to build stuff if they can avoid it. That is not to say that goblins are stupid, merely lazy. In fact, goblins have been known to lay traps so elaborate that they forget how they work and fall prey to them themselves.
Goblins are not welcome in civilized areas, as they behave somewhat like drug-addled children on their best days. However, they have a fondness for elaborate, tricky things such as clocks and wagons, so they are often found around the edges of towns hoping to steal something interesting when no one is looking. Their wretched ability to gnaw their way eventually into just about anything means that most cities have bounties on Goblin heads, no questions asked, as a Goblin infestation will eventually lay waste to about anything. Goblins rarely make massive raids against villages, nor are they prone to large-scale warfare. Instead, they count thievery, stealth, traps and ambushes to be the most honorable way to gain status.
Goblins have a love-hate relationship with fire. Goblins adore fire, but no matter how much it is worshiped, it keeps biting them. That doesn't prevent them from trying, of course. Most goblins will take any opportunity to play with fire, and believe fire to be the greatest of all forces in the Universe (it makes food tasty AND can destroy things!).
In addition to fire, Goblins can be quite manic about any number of things, individually, and can take these ephemeral obsessions to such extremes that they will forget to eat or sleep for days in their quest to master their new fancy.This creature shakes the earth with every booming movement it makes. How much must they weigh?This dangerous-feeling creature seems wiry, tough, and fast on its feet.Combat Tactics
Goblins are mean and aggressive until they get scared, then they go sneaky. If they are taking heavy casualties, they might run...unless there's fire on the battlefield. If there's fire, then they are more likely to fight to the death, over-excited by the battle and failing to think in their normally cowardly fashion.
Out of Combat
Goblins love fire-based attacks so much that they hold fire in awe and ascribe magical properties to it. Given a chance, a goblin will always go out of its way to set things on fire, use fire as a weapon, or generally cause fiery mayhem. If the goblin finds a source of fire, they can spread the fire to flammable materials more quickly than less motivated races, and putting out the fire always takes a little longer than it should. Maybe it really is magical....
Rewards
XP: 2,400
Treasure: Sellable Goods worth 2,125 gp.
- Weight: 60 lbs. Volume: 2.4 cu. ft.
Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Remnant(s) Found | |
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1 - 10 | Nothing Found |
11 - 14 | 1 Languid Remnant (tier 1) |
15 - 17 | 1 Pale Remnant (tier 2) |
18 - 19 | 1 Bright Remnant (tier 3) |
20 | Roll on Table 2 |
### | Nothing to see here! |
### | Or here. Move along. |
Table 2: Remnant(s) Found | |
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1 - 5 | 3 Languid Remnants (tier 1) |
6 - 10 | 3 Pale Remnants (tier 2) |
11 - 14 | 1 Intense Remnant (tier 4) |
15 - 17 | 1 Blazing Remnant (tier 5) |
18 - 19 | 1 Vital Remnant (tier 6) |
20 | Roll on Table 3 |
### | Or here. Move along. |
Table 3: Remnant(s) Found | |
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1 - 5 | 3 Bright Remnants (tier 3) |
6 - 8 | 3 Intense Remnants (tier 4) |
9 - 11 | 3 Blazing Remnants (tier 5) |
12 - 14 | 3 Vital Remnants (tier 6) |
15 - 17 | 1 Prime Remnant (tier 7) |
18 - 19 | 1 Mythic Remnant (tier 8) |
20 | 1 Empyrean Remnant (tier 9) |