18.16 Goblins
Goblins Lore
Local DV 5: Goblins are small, green-skinned humanoid creatures. They are generally cowardly and selfish. It’s rare to see a goblin alone. They tend to gather into small groups of scavengers that try to take what’s left after stronger creatures fight. However, if they believe they have an advantage in combat, they can be terrifyingly aggressive.
Local DV 10: Goblins are easy to bully, and they love brute strength. However, they are naturally disloyal, so they can easily abandon their alleged leader if they perceive weakness or just think they can do better elsewhere. Only creatures that are both strong and unintelligent, like ogres and trolls, are typically accompanied by goblin minions.
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HP 12 IP 10 | Types: humanoid |
Defenses Armor 6 Brawn 2 Fort 3 Ment 2 Ref 6
Movement 30 ft.
Senses Low-light Vision Awareness +5
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Attributes -1, 4, 0, -2, 2, -2 | Alignment Chaotic evil |
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Accuracy +1; Brawling +0 | Power 0; 0 ✨ |
Equipment Buff leather, buckler, spear
Goblin Skirmisher Abilities
| Charge | Standard action |
Tags: Thrown (30/60)
Cost: Your available movement, if any, is reduced to zero.
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The goblin skirmisher moves up to its speed in a single straight line without reducing its available movement. At the end of this movement, it can make a +1 strike vs. Armor with its spear.
Hit: 1d6 damage.
| Spear | Standard action |
Tags: Thrown (30/60)
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The goblin skirmisher makes a +1 strike vs. Armor with its spear.
Hit: 1d6 damage.
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HP 14 IP 11 | Types: humanoid |
Defenses Armor 7 Brawn 3 Fort 4 Ment 3 Ref 7
Movement 30 ft.; Ride +8
Senses Low-light Vision
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Attributes -1, 4, 0, -2, 2, -2 | Alignment Chaotic evil |
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Accuracy +2; Brawling +1 | Power 0; 0 ✨ |
Equipment Buff leather, buckler, spear
Wolf Rider Abilities
| Charge | Standard action |
Tags: Thrown (30/60)
Cost: Your available movement, if any, is reduced to zero.
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The wolf rider moves up to its speed in a single straight line without reducing its available movement. At the end of this movement, it can make a +2 strike vs. Armor with its spear.
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.
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HP 12 IP 10 | Types: humanoid |
Defenses Armor 5 Brawn 2 Fort 3 Ment 4 Ref 5
Movement 30 ft.
Senses Low-light Vision Awareness +5
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Attributes -1, 3, 0, -2, 2, 3 | Alignment Chaotic evil |
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Accuracy +1; Brawling +0 | Power 0; 3 ✨ |
Equipment Buff leather, standard shield, spear
Goblin Shaman Abilities
| Greater Word of Power ✨ | Standard action |
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The goblin shaman makes a +1 attack vs. Mental against all enemies in a Large (60 ft.) radius from itself. Then, it is briefly empowered (+1 damage).
Hit: The target is briefly dazed (-2 defenses).
Critical hit: The brief effect becomes a condition.
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HP 48 IP 24 | Types: humanoid |
Defenses Armor 9 Brawn 7 Fort 7 Ment 8 Ref 9
Movement 30 ft.
Senses Low-light Vision
Social Deception +7 Intimidate +4 Social Insight +7
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Attributes 0, 4, 0, 1, 3, 2 | Alignment Chaotic evil |
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Accuracy +3; Brawling +1 | Power 3; 5 ✨ |
Equipment Buff leather, buckler, spear
Goblin Chief Abilities
| Battle Command | Elite action |
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Choose an ally within Medium (60 ft.) range. Until its next turn, the target becomes focused (roll attacks twice) and gains a +1 accuracy bonus.
| Spear | Standard |
Tags: Thrown (30/60)
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The goblin chief makes a +3 strike vs. Armor with its spear.
Hit: 1d6+1 damage.
| Elite Cleanse | Triggered |
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At the end of its turn, the goblin chief rolls 1d10. On an 7 or higher, it can remove one condition. On a 10, it can instead remove two different conditions.