Goblin Mob

Goblin Mob
Simple Monster, XP 800 per Group (5 Goblins)
Level 4 (+3)
{{{Quote}}}
{{{Description}}}
Awareness
11
Senses
Darkvision
Initiative
14/1d8
Hitpoints: 4
Healing Value: 0
Resilience: +2
Morale
1
AC
14/14
Touch
14
Fort
14
Reflex
15
Will
14
Defenses
Resistances: Pain Resist 1.
Vulnerabilities: None
Attributes / Saving Throws (1 AP)
STR
9 / 11
DEX
11 / 13
CON
10 / 12
INT
8 / 9
WIS
11 / 12
CHA
8 / 9
REC 7
Actions (+3 AP)
Standard Attacks (2 AP)
+6 (+1 per add'l Goblin) vs AC (ArN 1)
Mob Attack [Lunge, Charge]  • Basic
1d6 (+3 per add'l Goblin) (avg 4) Piercing damage
Melee Reach 5ft
Make one attack on each target adjacent to one or more Goblins. On a hit, deal 1d6 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 - 1 (avg 3) Bludgeoning damage
Grapple +0
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 R1 (+2), Escape R2 (+3), Jump R1 (+2), Stealth R2 (+7), Listen R1 (+1), Spot R1 (+1), Hunting R1 (+2), Survival R2 (+4), Deception R2 (+4), Manipulation R1 (+0), Tolerance R1 (+1), Suspicion R2 (+5)
Feats: Fast Initiative
Philosophies: Rank 1 Mental, Rank 2 Physical
Combat Training: Melee 1, Ranged 1, Parry 1, Fort 1, Reflex 1, Will 1
Wits: +1, Brawn: +0
Equipment: None
Charm
-2
Coercion
-1
Deception
+4
Manipulation
0
Persuasion
-1
Aloofness
-2
Bravery
-5
Intuition
-1
Tolerance
+1
Suspicion
+5
Social
Composure: 9
Languages: Goblin
Motives: Survival, Cruelty, Greed
Prejudices: