18.16 Goblins

Goblins Lore

Local DV 5: Goblins are common throughout civilization. They are typically found in small groups, preying on travelers or isolated settlements.

Goblin Warrior

Level 1 Skirmisher

Medium mortal

HP 12 IP 10

Defenses Armor 8 Brawn 3 Fort 4 Ment 3 Ref 7

Movement 30 ft.

Senses Awareness +5

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Attributes -1, 4, 0, -2, 2, -2

Alignment Chaotic evil

Accuracy +1; Brawling +0

Power -1; -2 ✨

Equipment Buff leather, buckler, spear

Traits Humanoid

Goblin Warrior Abilities

Rushdown

Standard action

Tags: Thrown (30/60)

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The goblin warrior can move up to half its speed, then it makes a +1 strike vs. Armor with its spear.

Hit: 1d6-1 damage.

Spear

Standard action

Tags: Thrown (30/60)

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The goblin warrior makes a +1 strike vs. Armor with its spear.

Hit: 1d6-1 damage.

Wolf Rider

Level 3 Skirmisher

Medium mortal

PIC

HP 14 IP 11

Defenses Armor 9 Brawn 4 Fort 5 Ment 4 Ref 8

Movement 30 ft.; Ride +8

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Attributes -1, 4, 0, -2, 2, -2

Alignment Chaotic evil

Accuracy +2; Brawling +1

Power 0; -1 ✨

Equipment Buff leather, buckler, lance, spear

Traits Humanoid

Wolf Rider Abilities

Lance

Standard action

Tags: Mounted

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The wolf rider makes a +2 melee strike vs. Armor with its lance.

Hit: 1d6 damage.

Spear

Standard action

Tags: Thrown (30/60)

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The wolf rider makes a +2 strike vs. Armor with its spear.

Hit: 1d6 damage.

Goblin Shaman

Level 1 Skirmisher

Medium mortal

HP 12 IP 10

Defenses Armor 8 Brawn 3 Fort 4 Ment 5 Ref 6

Movement 30 ft.

Senses Awareness +5

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Attributes -1, 3, 0, -2, 2, 3

Alignment Chaotic evil

Accuracy +1; Brawling +0

Power -1; 3 ✨

Equipment Buff leather, standard shield, spear

Traits Humanoid

Goblin Shaman Abilities

Consecrated Strike

Standard action

Tags: Thrown (30/60)

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The goblin shaman makes a +1 strike vs. Armor with its spear.

Hit: 1d6+1 damage.

Word of Power

Standard action

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The goblin shaman makes a +1 attack vs. Mental against all enemies in a Small (15 ft.) radius from itself. Then, it is briefly empowered (+1 damage).

Hit: The target is briefly deafened (20% verbal spell failure). If it is injured, it is also deafened as a condition.

Critical hit: The condition must be removed an additional time before the effect ends.