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Goblin, Fighter 5 - CR: 5
SpeciesGoblinoid
SubspeciesGoblin
Sizesmall
TypeHumanoid
Hit Dice 1d8+5d10+15 (42 hp)
Speed30 ft.
Abilitiesstr 15, dex 15, con 16, int 12, wis 6, cha 6
Special Qualitiesdarkvision 60ft.
Environmenttemperate planes
Organizationgang (4 - 9), warband (10 - 24 with worg mounts), Band (10-100 plus 100% noncombatants plus 1 3rd level sergeant per 20 adults and 1 leader 4th-6th), Tribe (40-400 plus 100% Noncombat 1 3rd per 20 adults, 1 or 2 4th or 5th level, 1 leader 6th - 8th level, 10-24 worgs, 2 - 4 dire wolves)
TreasureStandard, Amulet of Natural Armor +1 (2000gp) Chainmail (150gp)
AlignmentUsually Neutral Evil
Advancementby character class
Level Adjustment+0
Skills
Climb 1d20+3 , Craft(Alchemy) 1d20+2 , Handle Animal 1d20-1 , Hide 1d20+3 , Intimidate 1d20-1 , Jump 1d20+3 , Listen 1d20+1 , Move Silently 1d20+3 , Ride 1d20+3 , Spot 1d20+1
Feats
Dodge - general
Description
You are adept at dodging blows.
Prerequisite
Dex 13
Benefit
During your action, you designate an opponent and receive a +1 dodge bonus to Armor class against attacks from that opponent. You can select a new opponent on any action.
a condition that makes you loose you Dexterity bonus to Armor Class (if any) also makes you loose your dodge bonuses. Dodge bonuses (such as this one and a dwarf's racial bonus on dodge attempts against giants) stack with each other unlike most other types of bonuses
Special
A fighter may select Dodge as one of his fighter bonus feats (PH 38)

Improved Initiative - general
Description
You can react more quickly than normal in a fight
Benefit
You get +4 on initiative checks
Special
A fighter may select this feat as one of his bonus feats (PH 38)

Power Attack - general
Description
You can make exceptionally powerful melee attacks
Prerequisite
Str 13
Benefit
on your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to al melee damage rolls. This number may not exceed your base attack bonus. The penalty to attacks and bonus to damage apply until next turn.
Special
If you attack with a two-handed weapon or with a one handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. Can't add the bonus from power attack to the damage dealt with a light weapon (except with unarmed strikes and natural attacks), even thought the penalty on attack rolls still applies, (normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two handed weapon, attacking with one end of it in a round, you treat it as a two-handed weapon)
A fighter may select Power Attack as one of his fighters bonus feats (PH 38)

Alertness - general
Benefit
You get a +2 bonus on all Listen checks and Spot checks.
Special
The master of a familiar gains the benefit of the Alertness feat whenever the familiar is within arm’s reach.
Combat
Initiative+6
Armor Class (AC)19, touch 13, flat-footed 17
Base Attack+5 / +3 Grapple
AttackMorningstar 1d20+8 Melee 1d6+2 or Short Bow 1d20+8 ranged 1d4
Full AttackMorningstar 1d20+8 Melee 1d6+2 or Short Bow 1d20+8 ranged 1d4
Space/Reach5 ft/ 5 ft
Special Attacks--
SavesFort 1d20+7 , Ref 1d20+3 , Will 1d20-1
Description

Created by

J.Shepard.

Statblock Type

Monster

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