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CR

5
XP 1600
*A Small Humanoid (Goblinoid)
Init +3; Senses Darkvision 60ft; Perception +0
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DEFENSE
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AC 17, touch 14, flat-footed 14 (+1 size, +3 Dex, +3 natural)
hp 59 (9d8+18)
Fort +5, Ref +9, Will +3
DR 5/-
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OFFENSE
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Speed 30 ft.
Melee 2 claws +9 (1d6+2/x3 plus 1d3 bleed, plus disease)
Special Attacks Rend (claw, 1d3+3), Bleed (1d3), Disease (Ex) (claw-injury save DC
16, Onset 1d3 days, frequency 1 day, effect 1d3 Con damage, cure 2 consecutive
saves)
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STATISTICS
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Str 15, Dex 16, Con 14, Int 10, Wis 10, Cha 10
Base Atk +6; CMB +7; CMD 20
Feats Bleeding Critical, Cleave, Combat Reflexes, Double Slice, Lunge
Skills Intimidate +9, Stealth +15
Languages Common
SQ Humanoid Traits, Does not Eat
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SPECIAL ABILITIES
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Rend (Ex)
When a hits with two or more of the same type of natural attacks in 1 round, it
causes 1d3+3 damage by latching onto the opponent?s body and tearing flesh. This
attack deals an additional amount of damage, but no more than once per round.

Bleed (Ex)
When a hits a target with its claw attack(s), it causes wounds that continue to
bleed, dealing 1d3 damage each round at the start of the affected creature's turn.
This bleeding can be stopped by a successful DC 15 Heal skill check or through the
application of any magical healing.

Disease Attack (Ex)


A causes disease in those it contacts. A 's disease has a fortitude save DC of
16, an onset of 1d3 days, a frequency of 1 day, causes 1d3 con damage, and takes
two saves to cure. The save DC is constitution-based.

Humanoid Traits
A humanoid usually has two arms, two legs, and one head, or a human-like torso,
arms, and a head. humanoids have few or no supernatural or extraordinary abilities,
but most can speak and usually have well-developed societies. They are usually
Small or Medium (with the exception of giants). Every humanoid creature also has a
specific subtype to match its race, such as human, dark folk, or goblinoid.
-Humanoids breathe, eat, and sleep.

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ECOLOGY
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Environment:
Organization:
Treasure:

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