Goblin, Goblin ChiefGoblin Chief CR 9Source Monster Codex pg. 108 XP 6,400 Oversized goblin fighter 10 (see page 104) NE Medium humanoid (goblinoid) Init +7; Senses darkvision 60 ft.; Perception +11DefenseAC 22, touch 13, flat-footed 19 (+9 armor, +3 Dex) hp 89 (10d10+30) Fort +10, Ref +7, Will +7 (+3 vs. fear) Defensive Abilities bravery +3OffenseSpeed 30 ft. Melee +1 horsechopper +17/+12 (1d10+9/19–20/×3) Ranged composite longbow +14/+9 (1d8+5/×3) Special Attacks weapon training (polearms +2, bows +1)TacticsDuring Combat The goblin chief orders his minions to attack, readies his +1 horsechopper, and tries to trip any approaching enemies. He tries to keep enemies at a distance so he can take advantage of his weapon’s reach.StatisticsStr 18, Dex 16, Con 14, Int 10, Wis 12, Cha 6 Base Atk +10; CMB +14 (+16 trip); CMD 27 Feats Combat Reflexes, Greater Trip, Greater Weapon Focus (horsechopperUE), Improved Critical (horsechopper), Improved Initiative, Iron Will, Power Attack, Step Up, Tripping StrikeAPG, Weapon Focus (horsechopper), Weapon Specialization (horsechopper) Skills Intimidate +6, Perception +11, Ride +4, Stealth +9; Racial Modifiers +4 Ride, +4 Stealth Languages Goblin SQ armor training 2 Combat Gear potions of cure light wounds (3), potion of fly, potion of invisibility; Other Gear mwk full plate, +1 horsechopper, composite longbow with 20 arrows, campfire beadUE, cloak of fangsUE, necklace of fireballs (type I), 2,119 gpEcologyEnvironment temperate forest and plains (usually coastal regions)DescriptionA massive brute, the goblin chief gets the best food and treasure that the tribe collects. Some lesser goblins test their mighty chief by returning from a raid empty-handed but full-bellied—this almost always ends poorly for them.Creatures in "Goblin" Category
|