Goblin Battalion

Goblin Battalion
Simple Monster, XP 750 per Group (5 Goblins)
Level 5 (+1)
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Awareness
14
Senses
Darkvision
Initiative
15/1d8
Hitpoints: 15
Healing Value: 3
Resilience: +2
Morale
1
AC
15/19
Touch
12
Fort
11
Reflex
14
Will
11
Defenses
Resistances: Pain Resist 1.
Vulnerabilities: None
Attributes / Saving Throws (1 AP)
STR
11 / 13
DEX
14 / 16
CON
11 / 13
INT
10 / 11
WIS
9 / 10
CHA
8 / 9
REC 7
Actions (+3 AP)
Standard Attacks (2 AP)
+5 (+1 per add'l Goblin) vs AC (ArN 1)
Mob Melee Attack [Lunge, Charge]  • Basic
1d6+2 (+3 per add'l Goblin) (avg 6) Piercing damage
Melee Reach 5ft
Make one attack on each target adjacent to one or more Goblin Warriors. On a hit, deal 1d6+2 damage. Gain a +1 bonus to the attack roll and a +3 bonus to damage for each additional Goblin (beyond the first) attacking the target.
+4 (+1 per add'l Goblin)P vs AC (ArN 1)
Mob Ranged Attack  • Basic
1d6+2 (+3 per add'l Goblin) (avg 6) Piercing damage
Range 50ft
For each Elite Guard making a Ranged Attack, choose a single target. Make a attack roll for each target of one or more ranged attacks. On a hit, deal 1d6+2 damage. Gain a +1 bonus to the attack roll and a +3 bonus to damage for each additional Goblin (beyond the first) adjacent to the target.
1d6 + 0 (avg 4) Bludgeoning damage
Grapple +4
Move (1 AP), Double Move (3 AP)
Shift
5 ft
Skirmish
25 ft
Sprint
45 ft
Overland Movement
25 mi/day
Qualities
  • Mob Monster: Mob Monsters do not suffer hitpoint damage in the traditional way. If damage on a Mob Monster meets or exceeds its total hitpoint value, it is killed. Otherwise, when a Mob Monster first suffers damage, regardless of the amount, it is considered Damaged. Any subsequent damage to the Damaged Mob Monster will kill it. Thus, most Mob Monsters die after the second successful attack. Additionally, many Status Effects impose more severe debilitations to Mob Monsters (as are determined by the Status Effect).
  • Light Sensitivity: Direct exposure to bright light partially hampers the Orc's vision, giving it a -2 penalty to skills checks involving sight (such as Spot and Awareness), and a -1 penalty to attack rolls.
  • Mobile Ferocity: Goblins get a +1 racial bonus to Attack when they Lunge.
  • Pain Resistance: Goblins get Pain Resistance (1).
  • Meek: Goblins suffer a -2 penalty to Bravery, but a +2 racial bonus to Suspicion and Deception. (inc.)
  • Goblin Quickness: +1 racial bonus to Reflex. (inc.)
Skills: Balance R3 (+2), Escape R3 (+2), Jump R3 (+2), Stealth R2 (+4), Listen R2 (+4), Spot R2 (+4), Hunting R2 (+5), Survival R2 (+4), Deception R2 (+5), Manipulation R1 (+1), Tolerance R1 (+1), Suspicion R2 (+6)
Feats: Fast Initiative
Philosophies: Rank 1 Mental, Rank 2 Physical, Rank 2 Martial
Combat Training: Melee 3, Ranged 1, Parry 1, Fort 1, Reflex 1, Will 1
Wits: +2, Brawn: +0
Equipment: Hide Armor, Light Wood Shield, Short Sword, Light Crossbow
Charm
-1
Coercion
-1
Deception
+5
Manipulation
+1
Persuasion
0
Aloofness
-1
Bravery
-5
Intuition
0
Tolerance
+1
Suspicion
+6
Social
Composure: 9
Languages: Goblin
Motives: Killing, Cruelty, Greed
Prejudices: