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Goblin Mugger

Goblin MuggerThis goblinoid is stalking in the shadows waiting to snatch his next stash.

Goblin Mugger (CR 8)

XP 4,800
Goblin Thief 9
NE Small Humanoid (Goblinoid)
Init +5; Senses Darkvision 60 ft.; Perception +13

DEFENSE

AC 20, touch 17; flat-footed 14 (+3 armor, +5 dex, +1 dodge, +1 size)
hp 71 [99] (9d8+27)
Fort +5; Ref +11; Will +5
Defensive Abilities Danger Sense (+2), Evasion; Resist Fire 5;

OFFENSE

Speed 30 ft.
Melee Shortsword +8/+3 (1d4+5/19-20)
Ranged +1 Short bow +14/+9 (1d4/x3)
Special Attacks Debilitating Injury, Goblin Punch, Sneak Attack (+5d6)
Special Abilities MarkMeasure the Mark

STATISTICS

Str 12, Dex 20, Con 14, Int 14, Wis 14, Cha 10
Base Atk +6/+1; CMB +7; CMD 22
Feats Dodge, Focused Shot, Point-Blank Shot, Precise Shot, Weapon Focus (Shortbow)
Skills Acrobatics +16, Bluff +18, Disable Device +17, Disguise +16, Escape Artist +16, Knowledge (local) +14, Perception +13 (+15 Traps), Sense Motive +13, Sleight of Hand +16, Stealth +20; Racial Modifiers +2 Bluff, +2 Craft, +2 Diplomacy, +1 Disable Device, +1 Knowledge (engineering), +2 Profession
Languages Common, Goblin, Moblin
SQ Distraction, Finesse Training (Shortsword), Craftsman, Goblin’s Unique Handle on Things, Improved Theft (+2), Improved Uncanny Dodge, Master Tinker, Silver Tongued, Skilled Liar, Thief Talent (Acrobatic Charge, Chink in the Armor, Sniper’s Eye, Surprise Attack), Thief’s Edge (Acrobatics), Trapfinding (+2), Uncanny Dodge
Gear cure potion (4), Shortsword, +1 shortbow, quiver (20 arrows), +1 studded leather armor

SPECIAL ABILITIES

Craftsman (Ex)

Goblins are very gifted with their hands when creating machines and other things and gain a +2 racial bonus on all Craft or Profession checks to create objects from metal, wood, cloth or stone.

Goblin Punch (Su)

1/day, a goblin mage can launch a wind blast (+11 ranged touch attack) at a single target within 30 feet. If it hits, the target takes 1d4+3 points of wind damage and must make a Reflex save (DC 14) or fall prone. Blue mages may learn this ability as a 1st level spell (Knowledge: Local DC 17).

Goblin’s Unique Handle on Things (Ex)

Goblins are proficient with both short swords and hand axes.

Master Tinker (Ex)

Whatever you survive makes you a better tinkerer right? Goblins gain a +1 bonus on Disable Device and Knowledge (engineering) checks. Goblins are also treated as proficient with any weapon they have personally crafted.

Silver Tongued (Ex)

Unlike moblins or other races, goblins are very talkative and eager to sell wares and set up trades with everyone and gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can do so up to three steps up rather than just two.