Goblin Berserker
Goblin Berserker (CR 2)
Born to be wild, Goblin berserkers have imbibed fire potions and other tinctures given to them by the fire-tamers until they are in a constant state of primal rage. The homes they are provided in the goblin camps are frequently locked from the outside to prevent unfortunate accidents. They still show the occasional signs of cleverness, and are still deeply impressed and entranced by fire, but mostly, they want to smash stuff.
GENERAL
CR 2 Hit Dice 3
XP 600
NE Small humanoid (goblinoid)
Init +1; Senses darkvision 60 ft., Perception +5
DEFENSE
AC 15, touch 12, flat-footed 13 (+2 dex, +4 armor)
hp 22
Fort +5, Ref +2, Will +2
Special Defenses DR 3/-
OFFENSE
Speed 30 ft.
Single Melee battleaxe +4 (1d8+2/19-20x2)
Full Melee battleaxe +4 (1d8+2/19-20x2), bite +4 (1d4+2/20x2)
Ranged -
Special Attacks Devious Charge, Cleave
Action Points 0
STATISTICS
Str 15, Dex 15, Con 16, Int 10, Wis 9, Cha 6
Base Atk +2; CMB +6; CMD 16
Feats Cleave (EFFECT: see below)
Skills -
Languages -
SPECIAL ABILITIES
- Devious Charge
Once per encounter, when making a charge attack, they may choose any path they wish as long as each square of movement gets them closer to their target.
- Cleave
As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
TREASURE
sell value of approximately 500 gp
COMBAT TACTICS
Goblin berserkers love charging around corners. Once in a fight, they want to make as many full attacks as they can, and would rather stay in one place than move around when there's fightin' to be had. They will use 5-foot-steps to try to stay adjacent to as many enemies as they can in order to maximize their cleave attack.