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Goblin Thug

This goblinoid sneaks around and steals minor trinkets.

Goblin Thug (CR 1/2)

XP 200
Goblin Thief 1
NE Small Humanoid (Goblinoid)
Init +3; Senses Darkvision 60 ft.; Perception +4

DEFENSE

AC 17, touch 13; flat-footed 15 (+2 armor, +3 dex, +1 dodge, +1 size)
hp 5 [9] (1d8+1)
Fort +1; Ref +5; Will +0
Resist Fire 5;

OFFENSE

Speed 20 ft.
Melee Shortsword +4 (1d4-1/19-20)
Ranged Short bow +4 (1d4-1/x3)
Special Attacks Goblin Punch, Sneak Attack (+1d6)
Special Abilities Mark

STATISTICS

Str 8, Dex 16, Con 12, Int 12, Wis 10, Cha 8
Base Atk +0; CMB -2; CMD 11
Feats Dodge
Skills Acrobatics +7, Bluff +5, Disable Device +8, Escape Artist +7, Knowledge (local) +5, Perception +4 (+5 Traps), Sense Motive +4, Sleight of Hand +7, Stealth +11; Racial Modifiers +2 Bluff, +2 Craft, +2 Diplomacy, +1 Disable Device, +1 Knowledge (engineering), +2 Profession
Languages Common, Goblin, Moblin
SQ Finesse Training (Shortsword), Craftsman, Goblin’s Unique Handle on Things, Master Tinker, Silver Tongued, Trapfinding (+1)
Gear cure potion (1), Shortsword, shortbow, quiver (10 arrows), 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 can launch a wind blast (+4 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 9) 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.