Goblin 1 6 6 0 0 true 5c8674ee-28e3-49be-9a7a-edc700d82c97 false false false 0 569968941 false 0 0 0 0 false false false false false Goblin 1/3 135 Goblin warrior 1 NE Small humanoid (goblinoid) 6 darkvision 60 ft.; Perception -1 16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 shield, +1 size) 6 (1d10+1) Fort +3, Ref +2, Will -1 3 2 -1 30 ft. short sword +2 (1d4/19-20) short bow +4 (1d4/x3) 5 ft. 5 ft. Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha 6 1 0 12 Improved Initiative Ride +10, Stealth +10, Swim +4 +4 Ride, +4 Stealth Goblin temperate forest and plains (usually coastal regions) gang (4-9), warband (10-16 with goblin dog mounts), or tribe (17+ plus 100% noncombatants; 1 sergeant of 3rd level per 20 adults; 1 or 2 lieutenants of 4th or 5th level; 1 leader of 6th-8th level; and 10-40 goblin dogs, wolves, or worgs) NPC gear (leather armor, light wooden shield, short sword, short bow with 20 arrows, other treasure) This creature stands barely three feet tall, its scrawny, humanoid body dwarfed by its wide, ungainly head. PFRPG Bestiary 0 Goblins prefer to dwell in caves, amid large and dense thickets of thistles and brambles, or in structures built and then abandoned by others. Very few goblins have the drive to build structures of their own. Coastlines are favored, as goblins are quite fond of sifting through junk and flotsam in an unending quest to find treasures among the refuse of more civilized races. Goblin hatred runs deep, and few things inspire their wrath more than gnomes (who have long fought against goblins), horses (who frighten goblins tremendously), and regular dogs (whom goblins regard as pale imitations of goblin dogs). Goblins are also quite superstitious, and treat magic with a fawning mixture of awe and fear. They have the habit of ascribing magic to the mundane as well, with fire and writing both taking on mystical power in goblin society. Fire is much loved by goblins for its capacity to wreak great destruction and because it doesn't require size or strength to wield, but written words are hated. Goblins believe that writing steals words out of your head, and as a result of this belief, goblins are universally illiterate. Goblins are voracious and can eat their body weight in food daily without growing fat. Goblin lairs always have numerous storerooms and larders. While they prefer human and gnome flesh, a goblin won't turn down any food-except, perhaps, vegetables. Goblin Characters Goblins are defined by their class levels-they do not possess racial Hit Dice. All goblins have the following racial traits. -2 Strength, +4 Dexterity, -2 Charisma: Goblins are fast, but weak and unpleasant to be around. Small: Goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks. Fast: Goblins are fast for their size, and have a base speed of 30 feet. Darkvision: Goblins can see in the dark up to 60 feet. Skilled: +4 racial bonus on Ride and Stealth checks. Languages: Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose any of these bonus languages: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, Orc. 1 0 0 0 0 0 1 adult true true 11 15 12 10 9 6 false true Ride 10 Stealth 10 Swim 4 true Improved Initiative true 16 13 14 0 0 1 2 0 0 12 false false Advanced Unicorn 43 43 0 0 true d94205a3-b782-42d4-ae24-4298a1a32f2b false false false 0 346495953 false 0 0 -1 2147483647 false false false false false Unicorn 3 800 CG Large magical beast 5 darkvision 60 ft., low-light vision, scent; Perception +13 15, touch 12, flat-footed 12 (+5 Dex, +5 natural, -1 size +2 deflection vs. evil) 42 (4d10+20) Fort +7, Ref +7, Will +6; +2 resistance vs. evil 9 9 8 +2 resistance vs. evil 60 ft. gore +10 (1d8+6), 2 hooves +7 (1d3+4) 10 ft. 5 ft. powerful charge (gore, 2d8+8) Spell-Like Abilities (CL 9th) At will-detect evil (as free action), light 3/day-cure light wounds 1/day-cure moderate wounds, greater teleport (within its forest territory), neutralize poison (DC 21) Str 18, Dex 17, Con 16, Int 11, Wis 21, Cha 24 4 9 26 (30 vs. trip) Multiattack, Weapon Focus (horn) Acrobatics +8, Perception +10, Stealth +8, Survival +7 (+10 in forests) +3 Survival in forests, +4 Stealth Common, Sylvan magical strike, wild empathy +17 temperate forests solitary, mated pair, or blessing (3-6) none This magnificent beast looks like a white horse, but with a goat's beard and a single long ivory horn on its brow. PFRPG Bestiary 0 Magic Circle against Evil (Su) This ability continually duplicates the effect of the spell. The unicorn cannot suppress this ability. Magical Strike (Ex) A unicorn's gore attack is treated as a magic good weapon for the purposes of damage reduction. Wild Empathy (Su) This works like the druid's wild empathy class feature, except the unicorn has a +6 racial bonus on the check. Unicorns with druid levels add this racial modifier to their wild empathy checks. Unicorns are fierce, intelligent creatures of the forest, noble beasts who keep their own counsel and typically appear only to defend their homes against evil. They universally shun all creatures except for good-aligned fey, good-aligned humanoid women, and the woodlands' native animals, though they may fight alongside other good creatures against common enemies. A typical unicorn is 8 feet long and 5 feet tall at the shoulder, weighing 1,200 pounds. Unicorns mate for life, and the pairs generally make their homes in specific glades or dells within the vast forests they protect (these regions can cover anywhere from a few dozen square miles to hundreds). They allow good and neutral creatures to pass through, hunt for food, or reside in their woods unharmed, but evil creatures and those who damage the local ecosystem more than necessary through sport hunting or commercial logging are swiftly driven out or killed. On rare occasions, lone unicorns without mates or whose partners have been slain have been known to adopt young women of exceptionally pure virtue as surrogates, allowing the women to ride on their backs and becoming their guardians and protectors for life. This bond generally ends amiably if the woman becomes more committed to someone else-such as a lover or child-giving rise to the myth that unicorns only befriend virgins. A unicorn's horn is the focus for its powers, and in order to use its spell-like abilities on other creatures the unicorn must touch them with it. Evil creatures greatly value unicorn horns as reagents for healing potions and other dark rites, and a single powdered unicorn horn counts as 1,600 gp when used as a component for crafting healing magic. 0 0 0 0 0 0 1 magic circle against evil charm, compulsion, poison adult false true 22 21 20 15 25 28 true Magic Circle against Evil Su This ability continually duplicates the effect of the spell. The unicorn cannot suppress this ability. Magical Strike Ex A unicorn's gore attack is treated as a magic good weapon for the purposes of damage reduction. Wild Empathy Su This works like the druid's wild empathy class feature, except the unicorn has a +6 racial bonus on the check. Unicorns with druid levels add this racial modifier to their wild empathy checks. true Acrobatics 9 Climb 10 Stealth 16 Survival 14 Fly 9 Swim 10 Perception 13 true Multiattack Weapon Focus (horn) true 19 14 14 5 2 0 0 0 9 26 false false