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Blackeyes NE Male Goblin Bard 2, CR 1 (400 xp)

Speed 20 ft (due to encumbrance), Init +3

Senses: darkvision 60 ft, Perception +5

AC 18, touch 14, flat-footed 15, flat-footed touch 11

Hit Points: 15 Fort +1, Reflex +6, Will +3

6 Str, 16 Dex, 12 Con, 13 Int, 10 Wis, 17 Cha

Traits: Focused Mind (total +7 for concentration checks), Armor Expert

BAB +1, Melee AB -1, Finesse/Ranged AB +4, CMB +3, CMD 10

SQ/SA: Bardic Performance (9 rounds/day), Bardic Knowledge +1, Well-Versed

Skills: Perform (sing [versatile = bluff, sense motive]) & (dance) +8, Acrobatics +8 = +5, Climb +3
= +0, Diplomacy +8, Escape Artist +8 = +5, Knowledge (local) +6, Linguistics +6, Perception +5,
Ride +7, Stealth +16 = +13

Languages:Goblin, Common, Varisian, Draconic and Elven

Mwk chain shirt, Mwk light steel shield, shortbow, quiver of 20 mwk arrows, whip, dagger, traveler's
outfit (medium encumbrance)

Shortbow +5 ranged attack (1d4-2)


Whip +4 finesse attack, 1d3-2 nonlethal, +5 CMB to disarm (provokes)
Dagger +4 finesse or thrown attack, 1d3-2

Spells

 0 level (DC 13, daze, lullaby, mage hand, message & resistance)
 1st level (DC 14, 3/day) grease, hideous laughter & sleep

Blackeyes has a serious weakness for booze - offering high quality alchoholic beverages as part of an
attempt at Diplomacy counteracts the usual -10 penalty for attempting such a check in less than a
minute.

Rednails

NE Female Goblin Sorceress 2 (Abyssal bloodline); CR 1 (400 xp)

Hit Points: 14 (2d6 +2 Con +2 favored class)


Speed: 30 feet

Senses: Darkvision 60 feet; Perception +0, Sense Motive +0

Initiative +3 (Dex)

Defenses:

 Touch AC 14 (10 +1 size +3 Dex) flat-footed touch AC 11


 Feint DC 11
 Intimidate DC 12
 Saving Throws Fortitude +1, Reflex +3, Will +3

Ability Scores: Str 6, Dex 16, Con 12, Int 13, Wis 10, Cha 17

Traits: Focused Mind (+7 total concentration check bonus), Sorcerous Aptitude (levels of sorcerer
grant both the bonus hp and skill rank from favored class)

SQ: Bloodline Arcana (summoning subschool spells grant DR 1/good to the creatures summoned)

Base Attack +1

 Melee -1
 Finesse/Ranged +4
 CMB +3
 CMD 10
 SA: Claws (Su) 2 claws +4 finesse melee (1d3-2) for 6 rounds per day

Skills (5): Craft (traps) +6, Knowledge (planes) +6, Ride +8, Spellcraft +6, Stealth +12, Use Magic
Device +8

Languages: Abyssal, Common and Goblin

Spontaneous Arcane Spellcasting:

 Cantrips: (DC 13, at will) daze, detect magic, message, prestidigitation and read magic
 1st level: (DC 14, 5/day) sleep and summon monster I (fiendish riding dog)

Gear: Small Traveler's Outfit (1 1/4 lbs); stash of 780 gp; red-painted finger and toe nails (she wears
sandals and fingerless gloves to show off her 'pretty' nails)

Tactics: Rednails when encountered is just polishing off one of her favorite things in the world - an
enormous bar of chocolate, mostly visible as brown smears on her hands and around her mouth. She
loses it when either the goblins' goblin dog(s) are fragged or her summoned "goblin dogs" are killed
off by "big meanies". However, she has a serious sweet tooth - offers incorporating 10 gp or more
worth of confections offset the standard -10 penalty to attempt a Diplomacy check in less than a
minute.

*
*

Since there was no available stat block for a fiendish riding dog - in Rednail's case, "Goblin Dogs from
the Maelstrom" - I put together the following stat block for any such pooches that she did manage to
summon:

"Goblin Dogs from the Maelstrom"

NE Medium Magical Beast (Augmented Animal, Extraplanar)

Hit Points: 13 each (2d8 HD +4 Con)


Speed: 40 feet
Initiative: +2
Senses: Darkvision 60 feet, low-light vision, scent; Perception +5

Defenses:

 AC: 16; flat-footed 14


 Touch AC: 12; flat-footed touch 10
 SR 7
 Resist Cold 5, Fire 5
 Saves Fort +5, Reflex +5, Will +3
 DR 1/good
 Feint DC 12
 Intimidate DC 13

Base Attack +1

 Bite +3 melee (1d6+3 plus trip [CMB +7])


 CMB +3
 CMD 15 (19 vs. overrun and trip)

Smite Good (Su) 1/day: As a paladin's Smite Evil; doubled damage bonus applies to good-aligned
dragons, outsiders with the good subtype and Paladins

Abilities: Str 15, Dex 15, Con 15, Int 3, Wis 12, Cha 6

Feats: Alertness, Iron Will

Skills: Acrobatics +8, Perception +5, Swim +3, Survival +3 (+7 to track by scent)
Language: Goblin

Goblin King Whitechin

NE Male Goblin Ranger 2; CR 1 (400 xp)

Hit Points: 20 (2d10 +4 CON)

Speed: 30 feet

Initiative: +3

Senses: Darkvision 60 feet, Perception +9

Defenses:

 AC: 17; flat-footed AC 14


 Touch AC: 14; flat-footed touch 11
 Feint DC 18 (20 vs. humans)
 Intimidate DC 20 (22 vs. humans)
 Diplomacy DC 27 or higher {very fond of tobacco products}
 Saves: Fort +5, Reflex +6, Will +4

SQ: Track +1, Wild Empathy (d20+4 or d20), Favored Enemy (human) +2

Traits: Suspicious, World Traveler

Base Attack +2

 Melee +2
 Ranged +3 (+4 point-blank shot)
 CMB +1
 CMD 14
 shortbow & mwk arrows ranged +4 or +5 (1d4/x3 or 1d4+1/x3)
 thrown dagger +3 or +4 (1d3/19-20)
 Mwk greatsword +3 melee (1d10+3/19-20)

Gear: Mwk studded leather, Mwk greatsword, dagger, shortbow, quiver of 20 mwk arrows, trap
maker's tools

Feats: Iron Will, Point Blank Shot

Skills: Craft (traps) +7, Handle Animal +7, Heal +7, Knowledge (local) +8, Perception +7, Ride +12,
Sense Motive +8, Stealth +16, Survival +7 (track = +8)
Abilities: Str 15, Dex 17, Con 14, Int 14, Wis 14, Cha 15

Languages: Common, Elven, Goblin and Varisian

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