Domovoi
With a sly grin does the goblin before you draw a sharp cutlass, positioning themselves expertly with their blade pointing towards you in one hand and a spell crackling in the other.
Goblin Dilettante 4 (CR 3)
XP 800
NE Small Humanoid (Goblinoid)
Init +5;
Senses darkvision 60 ft.;
Perception +9
DEFENSE
AC 19,
touch 15,
flat-footed 17 (+2 armor, +4 Dex, +2 shield, +1 size)
hp 30 (4d8+12)
mp 7
Fort +7
Ref +6
Will +7
OFFENSE
Speed 30 ft.
Melee masterwork cutlass +9 (1d6+5+1d6, 18-20/x2)
Special Attacks eldritch striker, spell combat, spellstrike
Spells Known (Red Mage CL 4th, concentration +8)
0th– detect magic, elemental orb, ignite, mending, read magic
1st– blizzard (DC 14), cure (DC 14), fire (DC 14), thunder (DC 14),
2nd– blizzard II (DC 15), cure II (DC 15), fire II (DC 15), temper, thunder II (DC 15)
Maneuvers and Stances (IL 4th)
Stances- leaping spirit dance (1st),
scarlet einhander (1st)
Strikes- dimensional strike (1st),
scything strike (1st)
Boosts- energy spark (2nd)
Counters- eldritch shield (1st),
half-gone (2nd)
Disciplines: Elemental Flux,
Scarlet Throne,
Veiled Moon
The domovoi has four of the five maneuvers it knows readied (GM’s choice) when battle starts, and always begins in the
scarlet einhander stance; the modifiers for the stance are included in the statblock. It recovers maneuvers as per the dilettante’s class features. Its initiation modifier is Charisma.
STATISTICS
Str 8,
Dex 20,
Con 16,
Int 14,
Wis 14
Cha 16
Base Atk +3;
CMB +3;
CMD 24
Feats Weapon Finesse, Weapon Focus (cutlass), Deadly Agility
Skills Acrobatics +12, Bluff +9, Knowledge (arcana) +7, Perception +9, Sense Motive +9, Spellcraft +9, Stealth +16
Languages Common, Goblin, Giant
SQ accurate initiation, red magery (martial ruby knowledge), ruby knowledge, arcane pool 5, quick learner (weapon bond), armored mage (light), ruby arcana (eldritch striker), quick cast 1/day
SPECIAL ABILITIES
Accurate Initiation (Ex): As the dilettante ability.
Red Magery (Ex): As the dilettante ability, described below.
Martial Ruby Knowledge: You treat all aspects of any maneuver you initiate as though your initiation modifier was two points higher.
Ruby Knowledge (Ex): As the dilettante ability.
Spell Combat (Ex): As the red mage ability.
Arcane Pool (Su): As the dilettante ability.
Quick Learner: As the red mage ability, described below.
Weapon Bond (Ex): The red mage selects one weapon he is proficient with. He gains Weapon Focus with this weapon, even if he does not meet the prerequisites for it. The red mage can only take this ability once.
Spellstrike (Su): As the red mage ability.
Armored Mage (Ex): As the red mage ability.
Ruby Arcana: As the dilettante ability, described below.
Eldritch Striker (Su): The dilettante may cast a spell and initiate a strike maneuver with the same standard action. The spell must be a single-target hostile spell. The strike must take a standard action or less. They may not use this in conjunction with spell combat.
Quick Cast (Ex): As the red mage ability.
ECOLOGY
Environment any
Organization solitary, pair, trio squad (2-5), troop (4-16)
Treasure Standard, masterwork cutlass, leather armor
While far from elite warriors, amongst goblin ranks, the domovoi is usually regarded much more highly than most others of or near their standing. Their skill with both blade and magic is rightly feared by those foolish enough to underestimate them, and their fighting techniques even blend the magical and mundane so seamlessly that it’s sometimes nigh impossible to tell whether they’re initiating a strike or casting a spell.
When engaging in combat, a domovoi’s first instinct is usually to use an arcane point to enhance their weapon. Against enemies who seem like they may be tougher, they may instead initiate
energy spark with their first swift action instead, if they are close enough to move into melee. They make heavy use of their arcane pool to augment their Elemental Flux maneuvers, and are especially fond of frustrating spellcasters by lessening or even negating the spells targeting them. If they feel the need to be more defensive, they may switch their stance to
leaping spirit dance to help make any Reflex saves that befall them.