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.

Goblin Skirmisher

Level 1

Medium natural skirmisher

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

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.

Wolf Rider

Level 3

Medium natural skirmisher

PIC

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

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.

Goblin Shaman

Level 1

Medium natural skirmisher

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

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.

Goblin Chief

Level 3 – Elite

Medium natural leader

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

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.