03-06-2017, 01:27 PM
(This post was last modified: 11-26-2017, 06:41 PM by Fortheseen.)
Goblin Family
Goblin
This creature stand barely three feet tall, its scrawny, humanoid body dwarfed by its wide, ungainly head.
CR 1/2 XP 200
Goblin Fighter 1
NE Small Humanoid (Goblinoid)
Init: +6; Senses Darkvision 60 ft., Perception -1
AC 16, touch 13; flat-footed 14(+2 armor, +2 dex, +1 shield, +1 size)
hp 7(1d10+1)
Fort +3, Ref +2, Will -1
Speed 30 ft.
Melee Short sword +3 (1d4+1/19-20)
Ranged Short bow +4 (1d4/x3)
Special Attacks Goblin Punch
Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha 6
Base Atk +1; CMB +0; CMD 12
Feats Improved Initiative
Skills Ride +10, Stealth +10, Swim +4; Racial Modifiers +4 Ride, +4 Stealth
Languages Goblin
SQ Chosen Weapon(Short sword)
Gear Shortsword, shortbow, quiver (10 arrows), leather armor, buckler
Goblin Punch(Su)
1/day, a goblin can launch a wind blast (+4 ranged touch attack) at a single target within 30 feet. If it hits, the target takes 1d4+3 points of wind damage and must make a Reflex save(DC 12) or falls prone. Blue mages may learn this ability as a 1st level spell(DC 17.)
Goblin Guard
An elite version of the goblin with slightly better equipment. They might be still scrawny but they're still in large packs.
CR 2 XP 600
Goblin Fighter 2
NE Small Humanoid (Goblinoid)
Init: +3; Senses Darkvision 60 ft., Perception +0
AC 20, touch 14; flat-footed 17(+4 armor, +3 dex, +2 shield, +1 size)
hp 15(2d10+2)
Fort +4, Ref +6, Will +0
Speed 30 ft. (20 ft. in armor)
Melee Longsword +5 (1d8+4/19-20)
Ranged Longbow +6 (1d8/x3)
Special Attacks Goblin Punch
Str 12, Dex 16, Con 12, Int 10, Wis 10, Cha 6
Base Atk +2; CMB +3; CMD 16
Feats Improved Initiative
Skills Ride +12, Stealth +12, Swim +6; Racial Modifiers +4 Ride, +4 Stealth
Languages Goblin
SQ Chosen Weapon(Longsword), Melee Power
Gear Longsword, longbow, quiver (10 arrows), hide, heavy wooden shield
Goblin Punch(Su)
A goblin guard can launch a wind blast (+6 ranged touch attack) at a single target within 30 feet. If it hits, the target takes 1d4+3 points of wind damage and must make a Reflex save(DC 12) or falls prone. Blue mages may learn this ability as a 1st level spell(DC 17.)
Goblin Mage
This goblinoid wields the lightning arts and a lightning power staff to attack from far range.
CR 5 XP 1600
Goblin Elementalist 7
NE Small Humanoid (Goblinoid)
Init: +6; Senses Darkvision 60 ft., Perception +8
AC 16, touch 14; flat-footed 13(+3 dex, +2 natural, +1 size)
hp 44(7d6+21)
mp 30
Fort +5, Ref +5, Will +6
Defensive Abilities Elemental Specialization(Lightning); Immune sleep; Resist lightning 6
Weakness earth
Speed 30 ft.
Melee Dagger +5 (1d3+2/19-20)
Ranged Power Staff +6 (1d6+4)[lightning]
Special Attacks Goblin Punch, Innate Spell(Thunder)
Spells Known(Elementalist CL 7th, concentration +11)
1st – Mage Armor, Spark(DC 17), Thunder(DC 17)
2nd – Defensive Shock(DC 18), Spark(DC 18), Thunder II(DC 18)
3rd – Lightning Bolt(DC 19), Thundara(DC 19), Thunder III(DC 19)
4th – Ball Lightning(DC 20), Shock Spikes(DC 20), Stoneskin, Vanish
Str 14, Dex 16, Con 16, Int 18, Wis 12, Cha 6
Base Atk +3; CMB +7; CMD 20
Feats Combat Casting, Elemental Focus(lightning), Elemental Penetration(lightning), Improved Initiative
Skills Knowledge(arcana) +11, Knowledge(engineering) +11, Perception +8, Ride +14, Spellcraft +11, Stealth +14; Racial Modifiers +4 Ride, +4 Stealth
Languages Common, Goblin, Orcish + 1 other
SQ Empowered Magic, Focus Caster, Knowledge is Power, Silent Magic
Combat Gear cure potion(2), ether(1); Other Gear Shocking Robe, Power Staff(Lightning)
Elemental Seal (Ex)
A goblin mage can increase the potency of her next elemental spell as a swift action, so long as the casting time of the spell is 1 standard action or less. The next elemental spell the black mage casts deals half again as much damage as normal and any elemental resistance the target(s) of this spell has is lessen by half as well. She can use this ability twice per day.
Elemental Specialization (Ex)
An elementalist specializes in the element of her choosing. Doing so makes her stronger against her element but weaker against her element’s weakness. The elementalist receives a +2 bonus to saving throws against spells and spell-like effects against her chosen element. She also takes half damage against her chosen element or quarter damage if she makes her save. The elementalist suffers a -2 penalty to saving throws against spells and spell-like effects against her chosen element’s weakness. She also takes double damage against her chosen element’s weakness or normal damage if she makes her save.
Goblin Punch(Su)
A goblin mage can launch a wind blast (+4 ranged touch attack) at a single target within 30 feet. If it hits, the target takes 1d4+3 points of wind damage and must make a Reflex save(DC 12) or falls prone. Blue mages may learn this ability as a 1st level spell(DC 17.)
Hobgoblin
Standing as tall as a human, this muscular, gray-skinned creature peers about with tiny observant eyes.
CR 1 XP 400
Hobgoblin Fighter 2
LE Medium Humanoid (Goblinoid)
Init: +2; Senses Darkvision 60 ft., Perception +2
AC 17, touch 12; flat-footed 15(+4 armor, +2 dex, +1 shield)
hp 19(2d10+6)
Fort +5, Ref +2, Will +1
Speed 30 ft.
Melee Longsword +5 (1d8+5/19-20)
Ranged Longbow +3 (1d8+3/x3)
Special Attacks Engulfing Winds
Str 15, Dex 15, Con 16, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +3; CMD 15
Feats Toughness
Skills Perception +2, Stealth +5; Racial Modifiers +4 Stealth
Languages Common, Goblin
SQ Chosen Weapon(Longsword), Melee Power
Combat Gear cure potion(1); Other Gear Longsword, longbow, quiver (10 arrows), genji leather armor, buckler
Engulfing Winds(Su)
Three times per day, a hobgoblin guard can launch a gust of win that engulfs their enemy within 30 feet for 4d4 points of wind damage. The target of this ability must make a Fortitude save (DC 14) or be inflicted with Squalled status for 1d4 rounds. Blue mages may learn this ability as a 1st level spell(DC 17).
Hobgoblin Guard
An elite version of the hobgoblin with slightly better equipment. They usually lead a pack of hobgoblins into battle.
CR 3 XP 800
Hobgoblin Fighter 3
LE Medium Humanoid (Goblinoid)
Init: +3; Senses Darkvision 60 ft., Perception +3
AC 19, touch 13; flat-footed 16(+4 armor, +3 dex, +2 shield)
hp 29(3d10+12)
Fort +6, Ref +4, Will +2
Speed 30 ft. (20 ft. in armor)
Melee Longsword +8 (1d8+9/19-20)
Ranged Composite Longbow +5 (1d8+3/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks Engulfing Winds, Overhand Chop
Str 16, Dex 16, Con 16, Int 10, Wis 12, Cha 8
Base Atk +2; CMB +5; CMD 18
Feats Toughness, Weapon Focus(longsword)
Skills Perception +3, Stealth +6; Racial Modifiers +4 Stealth
Languages Common, Goblin
SQ Chosen Weapon(Longsword), Melee Power
Combat Gear cure potion(2); Other Gear Longsword, composite longbow, quiver (10 arrows), hide, heavy wooden shield
Engulfing Winds(Su)
Three times per day, a hobgoblin guard can launch a gust of win that engulfs their enemy within 30 feet for 4d4 points of wind damage. The target of this ability must make a Fortitude save (DC 14) or be inflicted with Squalled status for 1d4 rounds. Blue mages may learn this ability as a 1st level spell(DC 17).
Red Cap
Extremely trained Hobgoblins that wear a red cap. These goblinoids are smarter and stronger.
CR 4 XP 1200
Hobgoblin Fighter 5
LE Medium Humanoid (Goblinoid)
Init: +3; Senses Darkvision 60 ft., Perception +5
AC 24, touch 13; flat-footed 21(+6 armor, +3 dex, +2 natural, +3 shield)
hp 49(5d10+20)
Fort +8, Ref +4, Will +2
Defensive Abilities Melee Defense
Speed 30 ft. (20 ft. in armor)
Melee Mwk Longsword +12 (1d8+11/19-20)
Ranged Composite Longbow +8 (1d8+3/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks Overhand Chop, Reliable Strike(7/day)
Str 18, Dex 16, Con 18, Int 10, Wis 12, Cha 8
Base Atk +5; CMB +9; CMD 22
Feats Power Attack, Toughness, Weapon Focus(longsword)
Skills Acrobatics +4, Perception +5, Stealth +6; Racial Modifiers +4 Stealth
Languages Common, Goblin
SQ Chosen Weapon(Longsword), Melee Power
Combat Gear cure potion(1), hi-potion(1); Other Gear Mwk Longsword, composite longbow, quiver (20 arrows), breastplate, heavy steel shield
Red Captain
The red captain leads red caps into battle and glory. The red captain doesn't choose to protect their minions because he want too. The red captain chooses to protect them for tactically advantage and will let their minions die to save themselves.
CR 5 XP 1600
Hobgoblin Knight 6
LE Medium Humanoid (Goblinoid)
Init: +3; Senses Darkvision 60 ft., Perception +7
AC 25, touch 13; flat-footed 22(+6 armor, +3 dex, +3 natural, +3 shield)
hp 71(6d12+30)
Fort +9, Ref +5, Will +6
Defensive Abilities Active Defense, Bulwark, Defensive Stance(Fearless Defense), Resist, Shield Block; DR 2/-
Speed 30 ft. (20 ft. in armor)
Melee Mwk Longsword +12/+7 (1d10+4/19-20)
Ranged Composite Longbow +9 (1d8+4/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks
Str 18, Dex 16, Con 18, Int 10, Wis 12, Cha 8
Base Atk +6; CMB +10; CMD 23(25 vs bull rush, overrun, trip, & trample)
Feats Power Attack, Shield Focus, Toughness, Weapon Focus(knight sword)
Skills Climb +8, Perception +7, Stealth +8; Racial Modifiers +4 Stealth
Languages Common, Goblin
SQ Armor Training, Defend Ally, Fortress of Defense, Shield Training, Stand Firm
Combat Gear cure potion(2), hi-potion(1); Other Gear Mwk Knight Sword, composite longbow, quiver (20 arrows), breastplate, heavy steel shield
Goblin
This creature stand barely three feet tall, its scrawny, humanoid body dwarfed by its wide, ungainly head.
CR 1/2 XP 200
Goblin Fighter 1
NE Small Humanoid (Goblinoid)
Init: +6; Senses Darkvision 60 ft., Perception -1
AC 16, touch 13; flat-footed 14(+2 armor, +2 dex, +1 shield, +1 size)
hp 7(1d10+1)
Fort +3, Ref +2, Will -1
Speed 30 ft.
Melee Short sword +3 (1d4+1/19-20)
Ranged Short bow +4 (1d4/x3)
Special Attacks Goblin Punch
Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha 6
Base Atk +1; CMB +0; CMD 12
Feats Improved Initiative
Skills Ride +10, Stealth +10, Swim +4; Racial Modifiers +4 Ride, +4 Stealth
Languages Goblin
SQ Chosen Weapon(Short sword)
Gear Shortsword, shortbow, quiver (10 arrows), leather armor, buckler
Goblin Punch(Su)
1/day, a goblin can launch a wind blast (+4 ranged touch attack) at a single target within 30 feet. If it hits, the target takes 1d4+3 points of wind damage and must make a Reflex save(DC 12) or falls prone. Blue mages may learn this ability as a 1st level spell(DC 17.)
Goblin Guard
An elite version of the goblin with slightly better equipment. They might be still scrawny but they're still in large packs.
CR 2 XP 600
Goblin Fighter 2
NE Small Humanoid (Goblinoid)
Init: +3; Senses Darkvision 60 ft., Perception +0
AC 20, touch 14; flat-footed 17(+4 armor, +3 dex, +2 shield, +1 size)
hp 15(2d10+2)
Fort +4, Ref +6, Will +0
Speed 30 ft. (20 ft. in armor)
Melee Longsword +5 (1d8+4/19-20)
Ranged Longbow +6 (1d8/x3)
Special Attacks Goblin Punch
Str 12, Dex 16, Con 12, Int 10, Wis 10, Cha 6
Base Atk +2; CMB +3; CMD 16
Feats Improved Initiative
Skills Ride +12, Stealth +12, Swim +6; Racial Modifiers +4 Ride, +4 Stealth
Languages Goblin
SQ Chosen Weapon(Longsword), Melee Power
Gear Longsword, longbow, quiver (10 arrows), hide, heavy wooden shield
Goblin Punch(Su)
A goblin guard can launch a wind blast (+6 ranged touch attack) at a single target within 30 feet. If it hits, the target takes 1d4+3 points of wind damage and must make a Reflex save(DC 12) or falls prone. Blue mages may learn this ability as a 1st level spell(DC 17.)
Goblin Mage
This goblinoid wields the lightning arts and a lightning power staff to attack from far range.
CR 5 XP 1600
Goblin Elementalist 7
NE Small Humanoid (Goblinoid)
Init: +6; Senses Darkvision 60 ft., Perception +8
AC 16, touch 14; flat-footed 13(+3 dex, +2 natural, +1 size)
hp 44(7d6+21)
mp 30
Fort +5, Ref +5, Will +6
Defensive Abilities Elemental Specialization(Lightning); Immune sleep; Resist lightning 6
Weakness earth
Speed 30 ft.
Melee Dagger +5 (1d3+2/19-20)
Ranged Power Staff +6 (1d6+4)[lightning]
Special Attacks Goblin Punch, Innate Spell(Thunder)
Spells Known(Elementalist CL 7th, concentration +11)
1st – Mage Armor, Spark(DC 17), Thunder(DC 17)
2nd – Defensive Shock(DC 18), Spark(DC 18), Thunder II(DC 18)
3rd – Lightning Bolt(DC 19), Thundara(DC 19), Thunder III(DC 19)
4th – Ball Lightning(DC 20), Shock Spikes(DC 20), Stoneskin, Vanish
Str 14, Dex 16, Con 16, Int 18, Wis 12, Cha 6
Base Atk +3; CMB +7; CMD 20
Feats Combat Casting, Elemental Focus(lightning), Elemental Penetration(lightning), Improved Initiative
Skills Knowledge(arcana) +11, Knowledge(engineering) +11, Perception +8, Ride +14, Spellcraft +11, Stealth +14; Racial Modifiers +4 Ride, +4 Stealth
Languages Common, Goblin, Orcish + 1 other
SQ Empowered Magic, Focus Caster, Knowledge is Power, Silent Magic
Combat Gear cure potion(2), ether(1); Other Gear Shocking Robe, Power Staff(Lightning)
Elemental Seal (Ex)
A goblin mage can increase the potency of her next elemental spell as a swift action, so long as the casting time of the spell is 1 standard action or less. The next elemental spell the black mage casts deals half again as much damage as normal and any elemental resistance the target(s) of this spell has is lessen by half as well. She can use this ability twice per day.
Elemental Specialization (Ex)
An elementalist specializes in the element of her choosing. Doing so makes her stronger against her element but weaker against her element’s weakness. The elementalist receives a +2 bonus to saving throws against spells and spell-like effects against her chosen element. She also takes half damage against her chosen element or quarter damage if she makes her save. The elementalist suffers a -2 penalty to saving throws against spells and spell-like effects against her chosen element’s weakness. She also takes double damage against her chosen element’s weakness or normal damage if she makes her save.
Goblin Punch(Su)
A goblin mage can launch a wind blast (+4 ranged touch attack) at a single target within 30 feet. If it hits, the target takes 1d4+3 points of wind damage and must make a Reflex save(DC 12) or falls prone. Blue mages may learn this ability as a 1st level spell(DC 17.)
Hobgoblin
Standing as tall as a human, this muscular, gray-skinned creature peers about with tiny observant eyes.
CR 1 XP 400
Hobgoblin Fighter 2
LE Medium Humanoid (Goblinoid)
Init: +2; Senses Darkvision 60 ft., Perception +2
AC 17, touch 12; flat-footed 15(+4 armor, +2 dex, +1 shield)
hp 19(2d10+6)
Fort +5, Ref +2, Will +1
Speed 30 ft.
Melee Longsword +5 (1d8+5/19-20)
Ranged Longbow +3 (1d8+3/x3)
Special Attacks Engulfing Winds
Str 15, Dex 15, Con 16, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +3; CMD 15
Feats Toughness
Skills Perception +2, Stealth +5; Racial Modifiers +4 Stealth
Languages Common, Goblin
SQ Chosen Weapon(Longsword), Melee Power
Combat Gear cure potion(1); Other Gear Longsword, longbow, quiver (10 arrows), genji leather armor, buckler
Engulfing Winds(Su)
Three times per day, a hobgoblin guard can launch a gust of win that engulfs their enemy within 30 feet for 4d4 points of wind damage. The target of this ability must make a Fortitude save (DC 14) or be inflicted with Squalled status for 1d4 rounds. Blue mages may learn this ability as a 1st level spell(DC 17).
Hobgoblin Guard
An elite version of the hobgoblin with slightly better equipment. They usually lead a pack of hobgoblins into battle.
CR 3 XP 800
Hobgoblin Fighter 3
LE Medium Humanoid (Goblinoid)
Init: +3; Senses Darkvision 60 ft., Perception +3
AC 19, touch 13; flat-footed 16(+4 armor, +3 dex, +2 shield)
hp 29(3d10+12)
Fort +6, Ref +4, Will +2
Speed 30 ft. (20 ft. in armor)
Melee Longsword +8 (1d8+9/19-20)
Ranged Composite Longbow +5 (1d8+3/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks Engulfing Winds, Overhand Chop
Str 16, Dex 16, Con 16, Int 10, Wis 12, Cha 8
Base Atk +2; CMB +5; CMD 18
Feats Toughness, Weapon Focus(longsword)
Skills Perception +3, Stealth +6; Racial Modifiers +4 Stealth
Languages Common, Goblin
SQ Chosen Weapon(Longsword), Melee Power
Combat Gear cure potion(2); Other Gear Longsword, composite longbow, quiver (10 arrows), hide, heavy wooden shield
Engulfing Winds(Su)
Three times per day, a hobgoblin guard can launch a gust of win that engulfs their enemy within 30 feet for 4d4 points of wind damage. The target of this ability must make a Fortitude save (DC 14) or be inflicted with Squalled status for 1d4 rounds. Blue mages may learn this ability as a 1st level spell(DC 17).
Red Cap
Extremely trained Hobgoblins that wear a red cap. These goblinoids are smarter and stronger.
CR 4 XP 1200
Hobgoblin Fighter 5
LE Medium Humanoid (Goblinoid)
Init: +3; Senses Darkvision 60 ft., Perception +5
AC 24, touch 13; flat-footed 21(+6 armor, +3 dex, +2 natural, +3 shield)
hp 49(5d10+20)
Fort +8, Ref +4, Will +2
Defensive Abilities Melee Defense
Speed 30 ft. (20 ft. in armor)
Melee Mwk Longsword +12 (1d8+11/19-20)
Ranged Composite Longbow +8 (1d8+3/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks Overhand Chop, Reliable Strike(7/day)
Str 18, Dex 16, Con 18, Int 10, Wis 12, Cha 8
Base Atk +5; CMB +9; CMD 22
Feats Power Attack, Toughness, Weapon Focus(longsword)
Skills Acrobatics +4, Perception +5, Stealth +6; Racial Modifiers +4 Stealth
Languages Common, Goblin
SQ Chosen Weapon(Longsword), Melee Power
Combat Gear cure potion(1), hi-potion(1); Other Gear Mwk Longsword, composite longbow, quiver (20 arrows), breastplate, heavy steel shield
Red Captain
The red captain leads red caps into battle and glory. The red captain doesn't choose to protect their minions because he want too. The red captain chooses to protect them for tactically advantage and will let their minions die to save themselves.
CR 5 XP 1600
Hobgoblin Knight 6
LE Medium Humanoid (Goblinoid)
Init: +3; Senses Darkvision 60 ft., Perception +7
AC 25, touch 13; flat-footed 22(+6 armor, +3 dex, +3 natural, +3 shield)
hp 71(6d12+30)
Fort +9, Ref +5, Will +6
Defensive Abilities Active Defense, Bulwark, Defensive Stance(Fearless Defense), Resist, Shield Block; DR 2/-
Speed 30 ft. (20 ft. in armor)
Melee Mwk Longsword +12/+7 (1d10+4/19-20)
Ranged Composite Longbow +9 (1d8+4/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks
Str 18, Dex 16, Con 18, Int 10, Wis 12, Cha 8
Base Atk +6; CMB +10; CMD 23(25 vs bull rush, overrun, trip, & trample)
Feats Power Attack, Shield Focus, Toughness, Weapon Focus(knight sword)
Skills Climb +8, Perception +7, Stealth +8; Racial Modifiers +4 Stealth
Languages Common, Goblin
SQ Armor Training, Defend Ally, Fortress of Defense, Shield Training, Stand Firm
Combat Gear cure potion(2), hi-potion(1); Other Gear Mwk Knight Sword, composite longbow, quiver (20 arrows), breastplate, heavy steel shield
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.