Goblin Flayer

Goblin Flayer
Level 1 (+1)
"Okay…I just wasn’t ready! Yeah, I know it’s just a goblin, I didn’t expect it to just lash out like that! He chased the Paladin down the hall! Did you see that?! That one isn’t right!"
——Somran, Adventuring Fighter recovering from a skirmish with a Goblin Flayer
The Goblin Flayer is among the most sadistic and violent of its kind. Within a goblin tribe, they are often given highly coveted positions of torturers and interrogator, the latter of which mostly still means torturer. They tend to be slightly more muscular than their brethren, spending a greater amount of time in combat than their kin, armed with flailing weapons such as scourges that they use to thrash their enemies viciously, then closing in with their wicked flaying daggers for which they are named. They wear corded armor over leather, finding their lust for melee combat often puts them in harm’s way more than other goblins. This disposition has bred a class of goblin that is both resilient and dangerous, much more so than a typical goblin warrior.
Awareness
17
Senses
Darkvision
Initiative
16/1d8
Max HP
21
Resilience: +3
Healing Value: 4
Morale
1
Defenses
AC
17/20
Touch
15
Fort
12
Reflex
16
Will
12
Resistances: Pain Resist (1)
Vulnerabilities:
Attributes / Saving Throws
STR
13 / 16
DEX
16 / 19
CON
14 / 17
INT
10 / 11
WIS
13 / 14
CHA
8 / 9
Saving Throw Modifiers:
Actions
Movement Modes
Shift 5ft / 2
Skirmish 25ft / 3
Sprint 45ft / 3
At-Will
Flaying Dagger
 [OpportunityBasic
+5 vs AC (ArN 0)
Standard REC 6 • Melee Reach 5ft • One creature
1d6 + 3 (avg 7) Slashing damage (Crit 8%/9)
The Flayer slices deep into its opponent's skin.
Backstab [1/segment]
Immediate
When the Flayer gains a Full Hit and has one or more Advantages on the target, he automatically Critical Strikes and deals an additional 1d6 damage.
1d6 + 0 (avg 4) Bludgeoning damage
Grapple +0
Uses: 3
Short Rest
Flaying Cut
Basic
+5 vs AC (ArN 0)
Standard REC 6 • Melee Reach 5ft • One creature
1d6 + 3 (avg 7) Slashing damage (Crit 8%/9)
The Flayer's dagger slices off a chunk of its opponent's skin. On a hit, the target suffers Pain (2) for 1d4 rounds.
Positioning Advance
Basic
+5 vs AC (ArN 0)
Standard REC 6 • Melee Reach 5ft • One creature
1d6 + 3 (avg 7) Slashing damage (Crit 8%/9)
The Flayer puts himself and his target into perfect positioning. Before the attack, the Flayer shifts 5ft. On a hit, the Flayer may Reposition the target 5ft.
Uses: 3
Extended Rest
Twin Cuts
Basic
+5 vs AC (ArN 0)
Standard REC 6 • Melee Reach 5ft • Two creatures
1d6 + 3 (avg 7) Slashing damage (Crit 8%/9)
With quick swipes, the Flayer makes an attack on two creatures within his reach.
Overland Movement
25 mi/day
Qualities
  • 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: Stealth R4 (+11), Tumble R2 (+4), Listen R3 (+7), Spot R3 (+7), Hunting R2 (+6), Survival R2 (+6), Sleight of Hand R2 (+5), Torture R4 (+9), Martial Pract. R2 (+6), Coercion R3 (+6), Deception R2 (+5), Manipulation R2 (+3), Bravery R1 (-2), Intuition R1 (+3)
Feats: Fast Initiative
Philosophies: Rank 1 Mental, Rank 3 Physical, Rank 2 Martial
Combat Training: Melee 1
Wits: +3, Brawn: +4
Equipment: Corded, Flaying Dagger
Social
Languages: Goblin
Composure: 9
Charm
-1
Coercion
+6
Deception
+5
Manipulation
+3
Persuasion
+1
Aloofness
-1
Bravery
0
Intuition
+3
Tolerance
0
Suspicion
+3
Prejudices:
  • Non-Goblin: Hate 1
  • Non-Greenblood: Hate 2
  • Bigger Creatures: Fear 1
Motives: Mutilation for Sport