The Dark Blood Goblins are a tribe of goblins that lives a half day's march from Fort Inevitable.
Dark Blood Goblin Fighter
CR 1/2
Dark Blood Goblin Fighter
CR 1/2
XP 200
Goblin fighter 1
NE Small humanoid (goblinoid)
Init +5; Senses darkvision 60 ft.; Perception +2
DEFENSE
hp 6 (1d10+1)
Fort +3, Ref +1, Will +2
OFFENSE
Speed 20 ft.
Melee longspear +3 (1d6+1/x3) or short sword +3 (1d4+1/19–20)
Ranged shortbow +3 (1d4/×3)
STATISTICS
Str 13, Dex 12, Con 13, Int 10, Wis 14, Cha 10
Base Atk +1; CMB +1; CMD 12
Feats Improved Initiative, Quick Draw
Skills Craft (armor) +4, Handle Animal +4, Knowledge (geography) +1, Ride +5, Stealth +5
Languages Goblin
Combat Gear tanglefoot bags (2); Other Gear hide armor, longspear, shortbow with 20 arrows, short sword, sack of dead rats, long stick, length of string.
Greenhide, leader of the Dark Bloods
CR 9
XP 800
Male goblin druid 4
NE Small humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +2
DEFENSES
hp 33 (4d8+12)
Fort +8, Ref +8, Will +9
OFFENSE
Speed 30 ft.
Melee flame blade +6/+1 touch (1d8+3 fire) or spear +6/+1 (1d6/×3)
Ranged produce flame +9/+4 (1d6+4 fire) or sling +6 (1d3–1)
Special Attacks wild shape 1/day
Spells Prepared (9th)
1st (4)—charm animal (DC 13), cure light wounds (2), entangle (DC 13)
STATISTICS
Str 10, Dex 16, Con 14, Int 11, Wis 15, Cha 12
Base Atk +6/+1; CMB +1; CMD 14
Feats Brew Potion, Combat Casting
Skills Handle Animal +8, Knowledge (nature) +8, Survival +11
Languages Common, Druidic, Goblin
SQ nature bond (fire pelt animal companion named Redtooth), nature sense, resist nature's lure, trackless step, venom empathy, wild empathy +5, woodland stride, wild shape (3/day)
Combat Gear elixir of speak with animals (2), elixir of tree shape (2), potion of cure light wounds, wand of produce flame (34 charges); Other Gear +1 leather armor, spear, sling, cloak of resistance +1
Redtooth the Fire Pelt, Greenhide's familiar
CR -
Male fire pelt
N Medium animal
Init +5; Senses low-light vision, scent; Perception +5
DEFENSES
hp 52 (8d8+16)
Fort +8, Ref +11, Will +3
Defensive Abilities evasion
OFFENSE
Speed Speed 50 ft.
Melee bite +9 (1d6+4 plus trip), 2 claws +8 (1d3+4)
STATISTICS
Str 18, Dex 20, Con 15, Int 2, Wis 12, Cha 6
Base Atk +6; CMB +7; CMD 23 (27 vs. trip)
Feats Dodge, Skill Focus (Acrobatics)
Skills Acrobatics +12, Climb +8, Perception +5, Stealth +9
SQ link, share spells, sprint
Grunda, Shaman of the Dark Bloods
XP 1,600
Female goblin cleric 3/rogue 3
NE Small humanoid (goblinoid)
Init +4; Senses darkvision 60 ft.; Perception +12
DEFENSE
hp 39 (6d8+9)
Fort +6, Ref +9, Will +8
Defensive Abilities evasion, trap sense +1
OFFENSE
Speed 30 ft.
Melee 2 mwk kukris +8 (1d3/18-20)
Ranged light crossbow +9 (1d3/18-20)
Special Attacks channel negative energy (2d6, DC 9, 1/day), sneak attack +2d6
Domain Spell-Like Abilities (CL 3rd, +9 ranged touch); 6/day—copycat, vision of madness
Spells Prepared (CL 3rd)
2nd—hold person (DC 15), invisibilityD, sound burst (DC 15)
1st—cause fear (DC 14), cure light wounds, lesser confusionD (DC 14), obscuring mist
0—bleed (DC 13), guidance, resistance, stabilize
STATISTICS
Str 10, Dex 18, Con 13, Int 10, Wis 16, Cha 6
Base Atk +4; CMB +3; CMD 17
Feats Two-Weapon Fighting, Weapon Finesse, Weapon Focus (kukri)
Skills Acrobatics +13, Bluff +7, Knowledge (religion) +9, Perception +12, Ride +7, Stealth +20
Languages Common, Goblin
SQ fast stealth, spontaneous casting (inflict spells), trapfinding +1
Combat Gear wand of cure moderate wounds (28 charges); Other Gear +1 chain shirt, masterwork kukris (2), light crossbow with 10 bolts poisoned with blue whinnis, cloak of resistance +1, onyx unholy symbol worth 40 gp.
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