Goblin Rogue 1 16 16 0 0 true 532e2b11-533c-498f-b7ee-24b563c5157c false false false 0 1603250933 false 0 0 0 0 false false false false false Goblin Rogue 1 400 Goblin rogue 2 NE Small humanoid (goblinoid) 8 darkvision 60 ft.; Perception +6 19, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 size) 16 (2d8+4) Fort +1, Ref +7, Will +1 1 7 1 30 ft. mwk short sword +4 (1d4+1/19-20) 5 ft. 5 ft. sneak attack +1d6 Str 12, Dex 19, Con 13, Int 10, Wis 12, Cha 6 1 +1 15 Improved Initiative Acrobatics +7, Bluff +3, Climb +4, Disable Device +7, Escape Artist +7, Handle Animal +3, Perception +6, Ride +6, Stealth +15 +4 Ride, +4 Stealth Goblin rogue talents (finesse rogue), trapfinding +1 PFS S2-15 0 The goblins hide in the dark, waiting for someone to enter the entryway. Hearing the sounds of talking (or combat) outside, they ready to attack once the entire party has entered the room. The goblins fight without strategy, taking advantage of flanks when they happen to have them, but otherwise attacking the nearest target. The goblins lack the insight to know when they have met their match, and fight to the death. chain shirt, masterwork short sword 0 0 0 0 0 0 1 evasion Pathfinder RPG Bestiary 156 Adult false 0 0 true 12 19 13 10 12 6 true true Acrobatics 7 Bluff 3 Climb 4 Disable Device 7 Escape Artist 7 Handle Animal 3 Perception 6 Ride 6 Stealth 15 true Improved Initiative true 19 15 15 0 0 0 4 0 1 15 false false Goblin Rogue 2 16 16 0 0 true 92857145-4a2f-452c-bfed-cde523c9362d false false false 0 1521931647 false 0 0 -1 2147483647 false false false false false Goblin Rogue 1 400 Goblin rogue 2 NE Small humanoid (goblinoid) 8 darkvision 60 ft.; Perception +6 19, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 size) 16 (2d8+4) Fort +1, Ref +7, Will +1 1 7 1 30 ft. mwk short sword +4 (1d4+1/19-20) 5 ft. 5 ft. sneak attack +1d6 Str 12, Dex 19, Con 13, Int 10, Wis 12, Cha 6 1 +1 15 Improved Initiative Acrobatics +7, Bluff +3, Climb +4, Disable Device +7, Escape Artist +7, Handle Animal +3, Perception +6, Ride +6, Stealth +15 +4 Ride, +4 Stealth Goblin rogue talents (finesse rogue), trapfinding +1 PFS S2-15 0 The goblins hide in the dark, waiting for someone to enter the entryway. Hearing the sounds of talking (or combat) outside, they ready to attack once the entire party has entered the room. The goblins fight without strategy, taking advantage of flanks when they happen to have them, but otherwise attacking the nearest target. The goblins lack the insight to know when they have met their match, and fight to the death. chain shirt, masterwork short sword 0 0 0 0 0 0 1 evasion Pathfinder RPG Bestiary 156 Adult false 0 0 true 12 19 13 10 12 6 true true Acrobatics 7 Bluff 3 Climb 4 Disable Device 7 Escape Artist 7 Handle Animal 3 Perception 6 Ride 6 Stealth 15 true Improved Initiative true 19 15 15 0 0 0 4 0 1 15 false false Goblin Rogue 3 16 16 0 0 true 26b71a69-7e8a-48e5-8dfc-3792a01d80f0 false false false 0 537251110 false 0 0 -1 2147483646 false false false false false Goblin Rogue 1 400 Goblin rogue 2 NE Small humanoid (goblinoid) 8 darkvision 60 ft.; Perception +6 19, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 size) 16 (2d8+4) Fort +1, Ref +7, Will +1 1 7 1 30 ft. mwk short sword +4 (1d4+1/19-20) 5 ft. 5 ft. sneak attack +1d6 Str 12, Dex 19, Con 13, Int 10, Wis 12, Cha 6 1 +1 15 Improved Initiative Acrobatics +7, Bluff +3, Climb +4, Disable Device +7, Escape Artist +7, Handle Animal +3, Perception +6, Ride +6, Stealth +15 +4 Ride, +4 Stealth Goblin rogue talents (finesse rogue), trapfinding +1 PFS S2-15 0 The goblins hide in the dark, waiting for someone to enter the entryway. Hearing the sounds of talking (or combat) outside, they ready to attack once the entire party has entered the room. The goblins fight without strategy, taking advantage of flanks when they happen to have them, but otherwise attacking the nearest target. The goblins lack the insight to know when they have met their match, and fight to the death. chain shirt, masterwork short sword 0 0 0 0 0 0 1 evasion Pathfinder RPG Bestiary 156 Adult false 0 0 true 12 19 13 10 12 6 true true Acrobatics 7 Bluff 3 Climb 4 Disable Device 7 Escape Artist 7 Handle Animal 3 Perception 6 Ride 6 Stealth 15 true Improved Initiative true 19 15 15 0 0 0 4 0 1 15 false false Goblin Rogue 4 16 16 0 0 true 3a700b3d-1138-4f03-808d-0bcddfbbf88a false false false 0 344338812 false 0 0 -1 2147483645 false false false false false Goblin Rogue 1 400 Goblin rogue 2 NE Small humanoid (goblinoid) 8 darkvision 60 ft.; Perception +6 19, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 size) 16 (2d8+4) Fort +1, Ref +7, Will +1 1 7 1 30 ft. mwk short sword +4 (1d4+1/19-20) 5 ft. 5 ft. sneak attack +1d6 Str 12, Dex 19, Con 13, Int 10, Wis 12, Cha 6 1 +1 15 Improved Initiative Acrobatics +7, Bluff +3, Climb +4, Disable Device +7, Escape Artist +7, Handle Animal +3, Perception +6, Ride +6, Stealth +15 +4 Ride, +4 Stealth Goblin rogue talents (finesse rogue), trapfinding +1 PFS S2-15 0 The goblins hide in the dark, waiting for someone to enter the entryway. Hearing the sounds of talking (or combat) outside, they ready to attack once the entire party has entered the room. The goblins fight without strategy, taking advantage of flanks when they happen to have them, but otherwise attacking the nearest target. The goblins lack the insight to know when they have met their match, and fight to the death. chain shirt, masterwork short sword 0 0 0 0 0 0 1 evasion Pathfinder RPG Bestiary 156 Adult false 0 0 true 12 19 13 10 12 6 true true Acrobatics 7 Bluff 3 Climb 4 Disable Device 7 Escape Artist 7 Handle Animal 3 Perception 6 Ride 6 Stealth 15 true Improved Initiative true 19 15 15 0 0 0 4 0 1 15 false false Goblin Rogue 5 16 16 0 0 true 50e68046-af41-4f58-b2bb-8cb829857cb1 false false false 0 1592341905 false 0 0 -1 2147483644 false false false false false Goblin Rogue 1 400 Goblin rogue 2 NE Small humanoid (goblinoid) 8 darkvision 60 ft.; Perception +6 19, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 size) 16 (2d8+4) Fort +1, Ref +7, Will +1 1 7 1 30 ft. mwk short sword +4 (1d4+1/19-20) 5 ft. 5 ft. sneak attack +1d6 Str 12, Dex 19, Con 13, Int 10, Wis 12, Cha 6 1 +1 15 Improved Initiative Acrobatics +7, Bluff +3, Climb +4, Disable Device +7, Escape Artist +7, Handle Animal +3, Perception +6, Ride +6, Stealth +15 +4 Ride, +4 Stealth Goblin rogue talents (finesse rogue), trapfinding +1 PFS S2-15 0 The goblins hide in the dark, waiting for someone to enter the entryway. Hearing the sounds of talking (or combat) outside, they ready to attack once the entire party has entered the room. The goblins fight without strategy, taking advantage of flanks when they happen to have them, but otherwise attacking the nearest target. The goblins lack the insight to know when they have met their match, and fight to the death. chain shirt, masterwork short sword 0 0 0 0 0 0 1 evasion Pathfinder RPG Bestiary 156 Adult false 0 0 true 12 19 13 10 12 6 true true Acrobatics 7 Bluff 3 Climb 4 Disable Device 7 Escape Artist 7 Handle Animal 3 Perception 6 Ride 6 Stealth 15 true Improved Initiative true 19 15 15 0 0 0 4 0 1 15 false false Goblin Druid 1 16 16 0 0 true 5922c466-45b3-4d5b-9b3d-e3197a2b0410 false false false 0 692220354 false 0 0 -1 2147483643 false false false false false Goblin Druid 1 400 goblin druid 2 NE Small humanoid (goblinoid) 7 darkvision 60 ft.; Perception +7 20, touch 14, flat-footed 17 (+4 armor, +3 Dex, +2 shield, +1 size) 16 (2d8+4) Fort +4, Ref +3, Will +5 4 3 5 20 ft. sickle +3 (1d4+1) sling +5 (1d3+1) 5 ft. 5 ft. fire bolt (1d6+1 fire, 5/day) Str 12, Dex 16, Con 13, Int 10, Wis 15, Cha 6 1 +1 14 Improved Initiative Climb +3, Heal +7, Knowledge (nature) +6, Linguistics +1, Perception +7, Ride +4, Stealth +8, Survival +4 +4 Ride, +4 Stealth Common, Druidic, Goblin nature bond (Fire domain), nature sense, wild empathy +0, woodland stride PFS S2-15 0 Female The druid hides with the other goblins, waiting for the full assault before she begins casting any spells. On the first round of combat (or surprise round if the goblins get the jump on the PCs), the druid casts produce flame to sheath her hands in fire. She uses her fire bolt domain power each round until she has exhausted all daily uses, only fighting with her flaming hands if forced into melee. If she feels particularly threatened, she casts burning hands, targeting as many creatures as she can in the burst, even fellow goblins. The druid is fanatical, spurred into a frenzy by her own flames, and fighting to the death. masterwork hide armor, masterwork heavy wooden shield, sickle, sling with 20 bullets 0 0 0 0 0 0 1 Cleric Spells Prepared (CL 2nd; concentration +4) 1st-burning hands (DC 13), cure light wounds, produce flame (2) 0 (at will)-flare (DC 12), guidance, purify food and drink, resistance Fire Pathfinder RPG Bestiary 156 Adult false 0 0 true 12 16 13 10 15 6 true true Climb 3 Heal 7 Knowledge nature 6 Linguistics 1 Perception 7 Ride 4 Stealth 8 Survival 4 true Improved Initiative true 20 14 17 0 0 2 4 0 1 14 false false