Young tribal Kijimuna 1 12 12 0 0 true 28d4f0ca-4f19-41b2-be98-7eb50a0eeebb false false false false 0 1840591243 false 0 0 0 0 false false false false false Young tribal Kijimuna 1 400 Goblin warrior 1 CN Small humanoid (goblinoid) 0 darkvision 60 ft.; Perception +0 16, touch 13, flat-footed 14 (+2 armor, +3 Dex, +1 shield, +1 size) 12 (2d8+3) Fort +3, Ref +2, Will -1 2 6 0 30 ft. battleaxe +3 (1d6+1/x3) net +5 (0d0+1) 5 ft. 5 ft. Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha 6 1 +1 14 Improved Initiative Ride +10, Stealth +10, Swim +4 +4 Ride, +4 Stealth Goblin temperate forest and plains (usually coastal regions) gang (4-9), warband (10-16 with goblin dog mounts), or tribe (17+ plus 100% noncombatants; 1 sergeant of 3rd level per 20 adults; 1 or 2 lieutenants of 4th or 5th level; 1 leader of 6th-8th level; and 10-40 goblin dogs, wolves, or worgs) NPC gear (leather armor, light wooden shield, short sword, shortbow with 20 arrows, other treasure) This creature stands barely three feet tall, its scrawny, humanoid body dwarfed by its wide, ungainly head. PFRPG Bestiary 0 Goblins prefer to dwell in caves, amid large and dense thickets of thistles and brambles, or in structures built and then abandoned by others. Very few goblins have the drive to build structures of their own. Coastlines are favored, as goblins are quite fond of sifting through junk and flotsam in an unending quest to find treasures among the refuse of more civilized races. Goblin hatred runs deep, and few things inspire their wrath more than gnomes (who have long fought against goblins), horses (who frighten goblins tremendously), and regular dogs (whom goblins regard as pale imitations of goblin dogs). Goblins are also quite superstitious, and treat magic with a fawning mixture of awe and fear. They have the habit of ascribing magic to the mundane as well, with fire and writing both taking on mystical power in goblin society. Fire is much loved by goblins for its capacity to wreak great destruction and because it doesn't require size or strength to wield, but written words are hated. Goblins believe that writing steals words out of your head, and as a result of this belief, goblins are universally illiterate. Goblins are voracious and can eat their body weight in food daily without growing fat. Goblin lairs always have numerous storerooms and larders. While they prefer human and gnome flesh, a goblin won't turn down any food-except, perhaps, vegetables. Goblin Characters Goblins are defined by their class levels-they do not possess racial Hit Dice. All goblins have the following racial traits. -2 Strength, +4 Dexterity, -2 Charisma: Goblins are fast, but weak and unpleasant to be around. Small: Goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks. Fast: Goblins are fast for their size, and have a base speed of 30 feet. Darkvision: Goblins can see in the dark up to 60 feet. Skilled: +4 racial bonus on Ride and Stealth checks. Languages: Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose any of these bonus languages: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, Orc. <link rel="stylesheet"href="PF.css"><div><h2>Goblin</h2><h3><i>This creature stands barely three feet tall, its scrawny, humanoid body dwarfed by its wide, ungainly head.</i></h3><br></br></div><div class="heading"><p class="alignleft">Goblin</p><p class="alignright">CR 1/3</p><div style="clear: both;"></div></div><div><h5><b>XP </b>135</h5><h5>Goblin warrior 1</h5><h5>NE Small humanoid (goblinoid)</h5><h5><b>Init </b>+6; <b>Senses </b>darkvision 60 ft.; Perception -1</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 shield, +1 size)</h5><h5><b>hp </b>6 (1d10+1)</h5><h5><b>Fort </b>+3, <b>Ref </b>+2, <b>Will </b>-1</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.</h5><h5><b>Melee </b>short sword +2 (1d4/19-20)</h5><h5><b>Ranged </b>shortbow +4 (1d4/x3)</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 11, <b>Dex</b> 15, <b>Con</b> 12, <b>Int</b> 10, <b>Wis</b> 9, <b>Cha</b> 6</h5><h5><b>Base Atk </b>+1; <b>CMB </b>+0; <b>CMD </b>12</h5><h5><b>Feats </b>Improved Initiative</h5><h5><b>Skills </b>Ride +10, Stealth +10, Swim +4; <b>Racial Modifiers </b>+4 Ride, +4 Stealth</h5><h5><b>Languages </b>Goblin</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> temperate forest and plains (usually coastal regions)</h5><h5><b>Organization </b>gang (4-9), warband (10-16 with goblin dog mounts), or tribe (17+ plus 100% noncombatants; 1 sergeant of 3rd level per 20 adults; 1 or 2 lieutenants of 4th or 5th level; 1 leader of 6th-8th level; and 10-40 goblin dogs, wolves, or worgs)</h5><h5><b>Treasure </b>NPC gear (leather armor, light wooden shield, short sword, shortbow with 20 arrows, other treasure)</h5></div><br></br><div><h4><p>Goblins prefer to dwell in caves, amid large and dense thickets of thistles and brambles, or in structures built and then abandoned by others. Very few goblins have the drive to build structures of their own. Coastlines are favored, as goblins are quite fond of sifting through junk and flotsam in an unending quest to find treasures among the refuse of more civilized races.</p><p>Goblin hatred runs deep, and few things inspire their wrath more than gnomes (who have long fought against goblins), horses (who frighten goblins tremendously), and regular dogs (whom goblins regard as pale imitations of goblin dogs).</p><p>Goblins are also quite superstitious, and treat magic with a fawning mixture of awe and fear. They have the habit of ascribing magic to the mundane as well, with fire and writing both taking on mystical power in goblin society. Fire is much loved by goblins for its capacity to wreak great destruction and because it doesn't require size or strength to wield, but written words are hated. Goblins believe that writing steals words out of your head, and as a result of this belief, goblins are universally illiterate.</p><p>Goblins are voracious and can eat their body weight in food daily without growing fat. Goblin lairs always have numerous storerooms and larders. While they prefer human and gnome flesh, a goblin won't turn down any food-except, perhaps, vegetables.</p><p><b>Goblin Characters</b><br> Goblins are defined by their class levels-they do not possess racial Hit Dice. All goblins have the following racial traits.</p><p><b>-2 Strength, +4 Dexterity, -2 Charisma:</b> Goblins are fast, but weak and unpleasant to be around.</p><p><b>Small:</b> Goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.</p><p><b>Fast:</b> Goblins are fast for their size, and have a base speed of 30 feet.</p><p><b>Darkvision:</b> Goblins can see in the dark up to 60 feet.</p><p><b>Skilled:</b> +4 racial bonus on Ride and Stealth checks.</p><p><b>Languages:</b> Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose any of these bonus languages: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, Orc.</p></h4></div> 1 0 0 0 0 0 1 adult true <div><p>Goblins prefer to dwell in caves, amid large and dense thickets of thistles and brambles, or in structures built and then abandoned by others. Very few goblins have the drive to build structures of their own. Coastlines are favored, as goblins are quite fond of sifting through junk and flotsam in an unending quest to find treasures among the refuse of more civilized races.</p><p>Goblin hatred runs deep, and few things inspire their wrath more than gnomes (who have long fought against goblins), horses (who frighten goblins tremendously), and regular dogs (whom goblins regard as pale imitations of goblin dogs).</p><p>Goblins are also quite superstitious, and treat magic with a fawning mixture of awe and fear. They have the habit of ascribing magic to the mundane as well, with fire and writing both taking on mystical power in goblin society. Fire is much loved by goblins for its capacity to wreak great destruction and because it doesn't require size or strength to wield, but written words are hated. Goblins believe that writing steals words out of your head, and as a result of this belief, goblins are universally illiterate.</p><p>Goblins are voracious and can eat their body weight in food daily without growing fat. Goblin lairs always have numerous storerooms and larders. While they prefer human and gnome flesh, a goblin won't turn down any food-except, perhaps, vegetables.</p><p><b>Goblin Characters</b><br> Goblins are defined by their class levels-they do not possess racial Hit Dice. All goblins have the following racial traits.</p><p><b>-2 Strength, +4 Dexterity, -2 Charisma:</b> Goblins are fast, but weak and unpleasant to be around.</p><p><b>Small:</b> Goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.</p><p><b>Fast:</b> Goblins are fast for their size, and have a base speed of 30 feet.</p><p><b>Darkvision:</b> Goblins can see in the dark up to 60 feet.</p><p><b>Skilled:</b> +4 racial bonus on Ride and Stealth checks.</p><p><b>Languages:</b> Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose any of these bonus languages: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, Orc.</p></div> true 13 17 15 12 10 14 true Steal fire Ex Steal Fire (Su) As a standard action, a kijimuna can call out to a nonmagical fire within 30 feet equivalent in size to the flames of a burning torch. Doing so causes the flame to ecome a light similar to that created by a dancing lights spell, under the control of the kijimuna. An attended object can make a DC 13 Reflex saving throw to avoid this effect. Unlike a dancing lights spell, a kijimuna’s steal fire ability can cause a stolen fire to strike a creature, either ringing the target in light as per the spell faerie fire for 5 minutes, or dealing 2d6 points of fire damage (DC 13 Reflex half ). Both save DCs are Charisma-based. A lantern, candle, torch, or similar item that has its flame stolen cannot be relit by any means for 24 hours. true Stealth 11 Swim 10 Profession 10 Survival 4 true Dodge true 18 15 14 0 0 1 2 0 1 14 false false Young tribal Kijimuna 2 17 17 0 0 true cf99ce94-f547-49a0-b084-1f20b51f46fe false false false false 0 778946754 false 0 0 -1 2147483647 false false false false false Young tribal Kijimuna 1 400 Goblin warrior 1 CN Small humanoid (goblinoid) 0 darkvision 60 ft.; Perception +0 16, touch 13, flat-footed 14 (+2 armor, +3 Dex, +1 shield, +1 size) 12 (2d8+3) Fort +3, Ref +2, Will -1 2 6 0 30 ft. battleaxe +3 (1d6+1/x3) net +5 (0d0+1) 5 ft. 5 ft. Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha 6 1 +1 14 Improved Initiative Ride +10, Stealth +10, Swim +4 +4 Ride, +4 Stealth Goblin temperate forest and plains (usually coastal regions) gang (4-9), warband (10-16 with goblin dog mounts), or tribe (17+ plus 100% noncombatants; 1 sergeant of 3rd level per 20 adults; 1 or 2 lieutenants of 4th or 5th level; 1 leader of 6th-8th level; and 10-40 goblin dogs, wolves, or worgs) NPC gear (leather armor, light wooden shield, short sword, shortbow with 20 arrows, other treasure) This creature stands barely three feet tall, its scrawny, humanoid body dwarfed by its wide, ungainly head. PFRPG Bestiary 0 Goblins prefer to dwell in caves, amid large and dense thickets of thistles and brambles, or in structures built and then abandoned by others. Very few goblins have the drive to build structures of their own. Coastlines are favored, as goblins are quite fond of sifting through junk and flotsam in an unending quest to find treasures among the refuse of more civilized races. Goblin hatred runs deep, and few things inspire their wrath more than gnomes (who have long fought against goblins), horses (who frighten goblins tremendously), and regular dogs (whom goblins regard as pale imitations of goblin dogs). Goblins are also quite superstitious, and treat magic with a fawning mixture of awe and fear. They have the habit of ascribing magic to the mundane as well, with fire and writing both taking on mystical power in goblin society. Fire is much loved by goblins for its capacity to wreak great destruction and because it doesn't require size or strength to wield, but written words are hated. Goblins believe that writing steals words out of your head, and as a result of this belief, goblins are universally illiterate. Goblins are voracious and can eat their body weight in food daily without growing fat. Goblin lairs always have numerous storerooms and larders. While they prefer human and gnome flesh, a goblin won't turn down any food-except, perhaps, vegetables. Goblin Characters Goblins are defined by their class levels-they do not possess racial Hit Dice. All goblins have the following racial traits. -2 Strength, +4 Dexterity, -2 Charisma: Goblins are fast, but weak and unpleasant to be around. Small: Goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks. Fast: Goblins are fast for their size, and have a base speed of 30 feet. Darkvision: Goblins can see in the dark up to 60 feet. Skilled: +4 racial bonus on Ride and Stealth checks. Languages: Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose any of these bonus languages: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, Orc. <link rel="stylesheet"href="PF.css"><div><h2>Goblin</h2><h3><i>This creature stands barely three feet tall, its scrawny, humanoid body dwarfed by its wide, ungainly head.</i></h3><br></br></div><div class="heading"><p class="alignleft">Goblin</p><p class="alignright">CR 1/3</p><div style="clear: both;"></div></div><div><h5><b>XP </b>135</h5><h5>Goblin warrior 1</h5><h5>NE Small humanoid (goblinoid)</h5><h5><b>Init </b>+6; <b>Senses </b>darkvision 60 ft.; Perception -1</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 shield, +1 size)</h5><h5><b>hp </b>6 (1d10+1)</h5><h5><b>Fort </b>+3, <b>Ref </b>+2, <b>Will </b>-1</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.</h5><h5><b>Melee </b>short sword +2 (1d4/19-20)</h5><h5><b>Ranged </b>shortbow +4 (1d4/x3)</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 11, <b>Dex</b> 15, <b>Con</b> 12, <b>Int</b> 10, <b>Wis</b> 9, <b>Cha</b> 6</h5><h5><b>Base Atk </b>+1; <b>CMB </b>+0; <b>CMD </b>12</h5><h5><b>Feats </b>Improved Initiative</h5><h5><b>Skills </b>Ride +10, Stealth +10, Swim +4; <b>Racial Modifiers </b>+4 Ride, +4 Stealth</h5><h5><b>Languages </b>Goblin</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> temperate forest and plains (usually coastal regions)</h5><h5><b>Organization </b>gang (4-9), warband (10-16 with goblin dog mounts), or tribe (17+ plus 100% noncombatants; 1 sergeant of 3rd level per 20 adults; 1 or 2 lieutenants of 4th or 5th level; 1 leader of 6th-8th level; and 10-40 goblin dogs, wolves, or worgs)</h5><h5><b>Treasure </b>NPC gear (leather armor, light wooden shield, short sword, shortbow with 20 arrows, other treasure)</h5></div><br></br><div><h4><p>Goblins prefer to dwell in caves, amid large and dense thickets of thistles and brambles, or in structures built and then abandoned by others. Very few goblins have the drive to build structures of their own. Coastlines are favored, as goblins are quite fond of sifting through junk and flotsam in an unending quest to find treasures among the refuse of more civilized races.</p><p>Goblin hatred runs deep, and few things inspire their wrath more than gnomes (who have long fought against goblins), horses (who frighten goblins tremendously), and regular dogs (whom goblins regard as pale imitations of goblin dogs).</p><p>Goblins are also quite superstitious, and treat magic with a fawning mixture of awe and fear. They have the habit of ascribing magic to the mundane as well, with fire and writing both taking on mystical power in goblin society. Fire is much loved by goblins for its capacity to wreak great destruction and because it doesn't require size or strength to wield, but written words are hated. Goblins believe that writing steals words out of your head, and as a result of this belief, goblins are universally illiterate.</p><p>Goblins are voracious and can eat their body weight in food daily without growing fat. Goblin lairs always have numerous storerooms and larders. While they prefer human and gnome flesh, a goblin won't turn down any food-except, perhaps, vegetables.</p><p><b>Goblin Characters</b><br> Goblins are defined by their class levels-they do not possess racial Hit Dice. All goblins have the following racial traits.</p><p><b>-2 Strength, +4 Dexterity, -2 Charisma:</b> Goblins are fast, but weak and unpleasant to be around.</p><p><b>Small:</b> Goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.</p><p><b>Fast:</b> Goblins are fast for their size, and have a base speed of 30 feet.</p><p><b>Darkvision:</b> Goblins can see in the dark up to 60 feet.</p><p><b>Skilled:</b> +4 racial bonus on Ride and Stealth checks.</p><p><b>Languages:</b> Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose any of these bonus languages: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, Orc.</p></h4></div> 1 0 0 0 0 0 1 adult true <div><p>Goblins prefer to dwell in caves, amid large and dense thickets of thistles and brambles, or in structures built and then abandoned by others. Very few goblins have the drive to build structures of their own. Coastlines are favored, as goblins are quite fond of sifting through junk and flotsam in an unending quest to find treasures among the refuse of more civilized races.</p><p>Goblin hatred runs deep, and few things inspire their wrath more than gnomes (who have long fought against goblins), horses (who frighten goblins tremendously), and regular dogs (whom goblins regard as pale imitations of goblin dogs).</p><p>Goblins are also quite superstitious, and treat magic with a fawning mixture of awe and fear. They have the habit of ascribing magic to the mundane as well, with fire and writing both taking on mystical power in goblin society. Fire is much loved by goblins for its capacity to wreak great destruction and because it doesn't require size or strength to wield, but written words are hated. Goblins believe that writing steals words out of your head, and as a result of this belief, goblins are universally illiterate.</p><p>Goblins are voracious and can eat their body weight in food daily without growing fat. Goblin lairs always have numerous storerooms and larders. While they prefer human and gnome flesh, a goblin won't turn down any food-except, perhaps, vegetables.</p><p><b>Goblin Characters</b><br> Goblins are defined by their class levels-they do not possess racial Hit Dice. All goblins have the following racial traits.</p><p><b>-2 Strength, +4 Dexterity, -2 Charisma:</b> Goblins are fast, but weak and unpleasant to be around.</p><p><b>Small:</b> Goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.</p><p><b>Fast:</b> Goblins are fast for their size, and have a base speed of 30 feet.</p><p><b>Darkvision:</b> Goblins can see in the dark up to 60 feet.</p><p><b>Skilled:</b> +4 racial bonus on Ride and Stealth checks.</p><p><b>Languages:</b> Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose any of these bonus languages: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, Orc.</p></div> true 13 17 15 12 10 14 true Steal fire Ex Steal Fire (Su) As a standard action, a kijimuna can call out to a nonmagical fire within 30 feet equivalent in size to the flames of a burning torch. Doing so causes the flame to ecome a light similar to that created by a dancing lights spell, under the control of the kijimuna. An attended object can make a DC 13 Reflex saving throw to avoid this effect. Unlike a dancing lights spell, a kijimuna’s steal fire ability can cause a stolen fire to strike a creature, either ringing the target in light as per the spell faerie fire for 5 minutes, or dealing 2d6 points of fire damage (DC 13 Reflex half ). Both save DCs are Charisma-based. A lantern, candle, torch, or similar item that has its flame stolen cannot be relit by any means for 24 hours. true Stealth 11 Swim 10 Profession 10 Survival 4 true Dodge true 18 15 14 0 0 1 2 0 1 14 false false Young tribal Kijimuna 3 12 12 0 0 true de156024-bb35-47c5-aaff-728f7c7071a1 false false false false 0 1668920827 false 0 0 -1 2147483646 false false false false false Young tribal Kijimuna 1 400 Goblin warrior 1 CN Small humanoid (goblinoid) 0 darkvision 60 ft.; Perception +0 16, touch 13, flat-footed 14 (+2 armor, +3 Dex, +1 shield, +1 size) 12 (2d8+3) Fort +3, Ref +2, Will -1 2 6 0 30 ft. battleaxe +3 (1d6+1/x3) net +5 (0d0+1) 5 ft. 5 ft. Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha 6 1 +1 14 Improved Initiative Ride +10, Stealth +10, Swim +4 +4 Ride, +4 Stealth Goblin temperate forest and plains (usually coastal regions) gang (4-9), warband (10-16 with goblin dog mounts), or tribe (17+ plus 100% noncombatants; 1 sergeant of 3rd level per 20 adults; 1 or 2 lieutenants of 4th or 5th level; 1 leader of 6th-8th level; and 10-40 goblin dogs, wolves, or worgs) NPC gear (leather armor, light wooden shield, short sword, shortbow with 20 arrows, other treasure) This creature stands barely three feet tall, its scrawny, humanoid body dwarfed by its wide, ungainly head. PFRPG Bestiary 0 Goblins prefer to dwell in caves, amid large and dense thickets of thistles and brambles, or in structures built and then abandoned by others. Very few goblins have the drive to build structures of their own. Coastlines are favored, as goblins are quite fond of sifting through junk and flotsam in an unending quest to find treasures among the refuse of more civilized races. Goblin hatred runs deep, and few things inspire their wrath more than gnomes (who have long fought against goblins), horses (who frighten goblins tremendously), and regular dogs (whom goblins regard as pale imitations of goblin dogs). Goblins are also quite superstitious, and treat magic with a fawning mixture of awe and fear. They have the habit of ascribing magic to the mundane as well, with fire and writing both taking on mystical power in goblin society. Fire is much loved by goblins for its capacity to wreak great destruction and because it doesn't require size or strength to wield, but written words are hated. Goblins believe that writing steals words out of your head, and as a result of this belief, goblins are universally illiterate. Goblins are voracious and can eat their body weight in food daily without growing fat. Goblin lairs always have numerous storerooms and larders. While they prefer human and gnome flesh, a goblin won't turn down any food-except, perhaps, vegetables. Goblin Characters Goblins are defined by their class levels-they do not possess racial Hit Dice. All goblins have the following racial traits. -2 Strength, +4 Dexterity, -2 Charisma: Goblins are fast, but weak and unpleasant to be around. Small: Goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks. Fast: Goblins are fast for their size, and have a base speed of 30 feet. Darkvision: Goblins can see in the dark up to 60 feet. Skilled: +4 racial bonus on Ride and Stealth checks. Languages: Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose any of these bonus languages: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, Orc. <link rel="stylesheet"href="PF.css"><div><h2>Goblin</h2><h3><i>This creature stands barely three feet tall, its scrawny, humanoid body dwarfed by its wide, ungainly head.</i></h3><br></br></div><div class="heading"><p class="alignleft">Goblin</p><p class="alignright">CR 1/3</p><div style="clear: both;"></div></div><div><h5><b>XP </b>135</h5><h5>Goblin warrior 1</h5><h5>NE Small humanoid (goblinoid)</h5><h5><b>Init </b>+6; <b>Senses </b>darkvision 60 ft.; Perception -1</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 shield, +1 size)</h5><h5><b>hp </b>6 (1d10+1)</h5><h5><b>Fort </b>+3, <b>Ref </b>+2, <b>Will </b>-1</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.</h5><h5><b>Melee </b>short sword +2 (1d4/19-20)</h5><h5><b>Ranged </b>shortbow +4 (1d4/x3)</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 11, <b>Dex</b> 15, <b>Con</b> 12, <b>Int</b> 10, <b>Wis</b> 9, <b>Cha</b> 6</h5><h5><b>Base Atk </b>+1; <b>CMB </b>+0; <b>CMD </b>12</h5><h5><b>Feats </b>Improved Initiative</h5><h5><b>Skills </b>Ride +10, Stealth +10, Swim +4; <b>Racial Modifiers </b>+4 Ride, +4 Stealth</h5><h5><b>Languages </b>Goblin</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> temperate forest and plains (usually coastal regions)</h5><h5><b>Organization </b>gang (4-9), warband (10-16 with goblin dog mounts), or tribe (17+ plus 100% noncombatants; 1 sergeant of 3rd level per 20 adults; 1 or 2 lieutenants of 4th or 5th level; 1 leader of 6th-8th level; and 10-40 goblin dogs, wolves, or worgs)</h5><h5><b>Treasure </b>NPC gear (leather armor, light wooden shield, short sword, shortbow with 20 arrows, other treasure)</h5></div><br></br><div><h4><p>Goblins prefer to dwell in caves, amid large and dense thickets of thistles and brambles, or in structures built and then abandoned by others. Very few goblins have the drive to build structures of their own. Coastlines are favored, as goblins are quite fond of sifting through junk and flotsam in an unending quest to find treasures among the refuse of more civilized races.</p><p>Goblin hatred runs deep, and few things inspire their wrath more than gnomes (who have long fought against goblins), horses (who frighten goblins tremendously), and regular dogs (whom goblins regard as pale imitations of goblin dogs).</p><p>Goblins are also quite superstitious, and treat magic with a fawning mixture of awe and fear. They have the habit of ascribing magic to the mundane as well, with fire and writing both taking on mystical power in goblin society. Fire is much loved by goblins for its capacity to wreak great destruction and because it doesn't require size or strength to wield, but written words are hated. Goblins believe that writing steals words out of your head, and as a result of this belief, goblins are universally illiterate.</p><p>Goblins are voracious and can eat their body weight in food daily without growing fat. Goblin lairs always have numerous storerooms and larders. While they prefer human and gnome flesh, a goblin won't turn down any food-except, perhaps, vegetables.</p><p><b>Goblin Characters</b><br> Goblins are defined by their class levels-they do not possess racial Hit Dice. All goblins have the following racial traits.</p><p><b>-2 Strength, +4 Dexterity, -2 Charisma:</b> Goblins are fast, but weak and unpleasant to be around.</p><p><b>Small:</b> Goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.</p><p><b>Fast:</b> Goblins are fast for their size, and have a base speed of 30 feet.</p><p><b>Darkvision:</b> Goblins can see in the dark up to 60 feet.</p><p><b>Skilled:</b> +4 racial bonus on Ride and Stealth checks.</p><p><b>Languages:</b> Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose any of these bonus languages: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, Orc.</p></h4></div> 1 0 0 0 0 0 1 adult true <div><p>Goblins prefer to dwell in caves, amid large and dense thickets of thistles and brambles, or in structures built and then abandoned by others. Very few goblins have the drive to build structures of their own. Coastlines are favored, as goblins are quite fond of sifting through junk and flotsam in an unending quest to find treasures among the refuse of more civilized races.</p><p>Goblin hatred runs deep, and few things inspire their wrath more than gnomes (who have long fought against goblins), horses (who frighten goblins tremendously), and regular dogs (whom goblins regard as pale imitations of goblin dogs).</p><p>Goblins are also quite superstitious, and treat magic with a fawning mixture of awe and fear. They have the habit of ascribing magic to the mundane as well, with fire and writing both taking on mystical power in goblin society. Fire is much loved by goblins for its capacity to wreak great destruction and because it doesn't require size or strength to wield, but written words are hated. Goblins believe that writing steals words out of your head, and as a result of this belief, goblins are universally illiterate.</p><p>Goblins are voracious and can eat their body weight in food daily without growing fat. Goblin lairs always have numerous storerooms and larders. While they prefer human and gnome flesh, a goblin won't turn down any food-except, perhaps, vegetables.</p><p><b>Goblin Characters</b><br> Goblins are defined by their class levels-they do not possess racial Hit Dice. All goblins have the following racial traits.</p><p><b>-2 Strength, +4 Dexterity, -2 Charisma:</b> Goblins are fast, but weak and unpleasant to be around.</p><p><b>Small:</b> Goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.</p><p><b>Fast:</b> Goblins are fast for their size, and have a base speed of 30 feet.</p><p><b>Darkvision:</b> Goblins can see in the dark up to 60 feet.</p><p><b>Skilled:</b> +4 racial bonus on Ride and Stealth checks.</p><p><b>Languages:</b> Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose any of these bonus languages: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, Orc.</p></div> true 13 17 15 12 10 14 true Steal fire Ex Steal Fire (Su) As a standard action, a kijimuna can call out to a nonmagical fire within 30 feet equivalent in size to the flames of a burning torch. Doing so causes the flame to ecome a light similar to that created by a dancing lights spell, under the control of the kijimuna. An attended object can make a DC 13 Reflex saving throw to avoid this effect. Unlike a dancing lights spell, a kijimuna’s steal fire ability can cause a stolen fire to strike a creature, either ringing the target in light as per the spell faerie fire for 5 minutes, or dealing 2d6 points of fire damage (DC 13 Reflex half ). Both save DCs are Charisma-based. A lantern, candle, torch, or similar item that has its flame stolen cannot be relit by any means for 24 hours. true Stealth 11 Swim 10 Profession 10 Survival 4 true Dodge true 18 15 14 0 0 1 2 0 1 14 false false Young tribal Kijimuna 4 12 12 0 0 true b3992a5a-f936-4048-a2f1-3ad99c1b705b false false false false 0 1380162245 false 0 0 -1 2147483645 false false false false false Young tribal Kijimuna 1 400 Goblin warrior 1 CN Small humanoid (goblinoid) 0 darkvision 60 ft.; Perception +0 16, touch 13, flat-footed 14 (+2 armor, +3 Dex, +1 shield, +1 size) 12 (2d8+3) Fort +3, Ref +2, Will -1 2 6 0 30 ft. battleaxe +3 (1d6+1/x3) net +5 (0d0+1) 5 ft. 5 ft. Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha 6 1 +1 14 Improved Initiative Ride +10, Stealth +10, Swim +4 +4 Ride, +4 Stealth Goblin temperate forest and plains (usually coastal regions) gang (4-9), warband (10-16 with goblin dog mounts), or tribe (17+ plus 100% noncombatants; 1 sergeant of 3rd level per 20 adults; 1 or 2 lieutenants of 4th or 5th level; 1 leader of 6th-8th level; and 10-40 goblin dogs, wolves, or worgs) NPC gear (leather armor, light wooden shield, short sword, shortbow with 20 arrows, other treasure) This creature stands barely three feet tall, its scrawny, humanoid body dwarfed by its wide, ungainly head. PFRPG Bestiary 0 Goblins prefer to dwell in caves, amid large and dense thickets of thistles and brambles, or in structures built and then abandoned by others. Very few goblins have the drive to build structures of their own. Coastlines are favored, as goblins are quite fond of sifting through junk and flotsam in an unending quest to find treasures among the refuse of more civilized races. Goblin hatred runs deep, and few things inspire their wrath more than gnomes (who have long fought against goblins), horses (who frighten goblins tremendously), and regular dogs (whom goblins regard as pale imitations of goblin dogs). Goblins are also quite superstitious, and treat magic with a fawning mixture of awe and fear. They have the habit of ascribing magic to the mundane as well, with fire and writing both taking on mystical power in goblin society. Fire is much loved by goblins for its capacity to wreak great destruction and because it doesn't require size or strength to wield, but written words are hated. Goblins believe that writing steals words out of your head, and as a result of this belief, goblins are universally illiterate. Goblins are voracious and can eat their body weight in food daily without growing fat. Goblin lairs always have numerous storerooms and larders. While they prefer human and gnome flesh, a goblin won't turn down any food-except, perhaps, vegetables. Goblin Characters Goblins are defined by their class levels-they do not possess racial Hit Dice. All goblins have the following racial traits. -2 Strength, +4 Dexterity, -2 Charisma: Goblins are fast, but weak and unpleasant to be around. Small: Goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks. Fast: Goblins are fast for their size, and have a base speed of 30 feet. Darkvision: Goblins can see in the dark up to 60 feet. Skilled: +4 racial bonus on Ride and Stealth checks. Languages: Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose any of these bonus languages: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, Orc. <link rel="stylesheet"href="PF.css"><div><h2>Goblin</h2><h3><i>This creature stands barely three feet tall, its scrawny, humanoid body dwarfed by its wide, ungainly head.</i></h3><br></br></div><div class="heading"><p class="alignleft">Goblin</p><p class="alignright">CR 1/3</p><div style="clear: both;"></div></div><div><h5><b>XP </b>135</h5><h5>Goblin warrior 1</h5><h5>NE Small humanoid (goblinoid)</h5><h5><b>Init </b>+6; <b>Senses </b>darkvision 60 ft.; Perception -1</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 shield, +1 size)</h5><h5><b>hp </b>6 (1d10+1)</h5><h5><b>Fort </b>+3, <b>Ref </b>+2, <b>Will </b>-1</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.</h5><h5><b>Melee </b>short sword +2 (1d4/19-20)</h5><h5><b>Ranged </b>shortbow +4 (1d4/x3)</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 11, <b>Dex</b> 15, <b>Con</b> 12, <b>Int</b> 10, <b>Wis</b> 9, <b>Cha</b> 6</h5><h5><b>Base Atk </b>+1; <b>CMB </b>+0; <b>CMD </b>12</h5><h5><b>Feats </b>Improved Initiative</h5><h5><b>Skills </b>Ride +10, Stealth +10, Swim +4; <b>Racial Modifiers </b>+4 Ride, +4 Stealth</h5><h5><b>Languages </b>Goblin</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> temperate forest and plains (usually coastal regions)</h5><h5><b>Organization </b>gang (4-9), warband (10-16 with goblin dog mounts), or tribe (17+ plus 100% noncombatants; 1 sergeant of 3rd level per 20 adults; 1 or 2 lieutenants of 4th or 5th level; 1 leader of 6th-8th level; and 10-40 goblin dogs, wolves, or worgs)</h5><h5><b>Treasure </b>NPC gear (leather armor, light wooden shield, short sword, shortbow with 20 arrows, other treasure)</h5></div><br></br><div><h4><p>Goblins prefer to dwell in caves, amid large and dense thickets of thistles and brambles, or in structures built and then abandoned by others. Very few goblins have the drive to build structures of their own. Coastlines are favored, as goblins are quite fond of sifting through junk and flotsam in an unending quest to find treasures among the refuse of more civilized races.</p><p>Goblin hatred runs deep, and few things inspire their wrath more than gnomes (who have long fought against goblins), horses (who frighten goblins tremendously), and regular dogs (whom goblins regard as pale imitations of goblin dogs).</p><p>Goblins are also quite superstitious, and treat magic with a fawning mixture of awe and fear. They have the habit of ascribing magic to the mundane as well, with fire and writing both taking on mystical power in goblin society. Fire is much loved by goblins for its capacity to wreak great destruction and because it doesn't require size or strength to wield, but written words are hated. Goblins believe that writing steals words out of your head, and as a result of this belief, goblins are universally illiterate.</p><p>Goblins are voracious and can eat their body weight in food daily without growing fat. Goblin lairs always have numerous storerooms and larders. While they prefer human and gnome flesh, a goblin won't turn down any food-except, perhaps, vegetables.</p><p><b>Goblin Characters</b><br> Goblins are defined by their class levels-they do not possess racial Hit Dice. All goblins have the following racial traits.</p><p><b>-2 Strength, +4 Dexterity, -2 Charisma:</b> Goblins are fast, but weak and unpleasant to be around.</p><p><b>Small:</b> Goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.</p><p><b>Fast:</b> Goblins are fast for their size, and have a base speed of 30 feet.</p><p><b>Darkvision:</b> Goblins can see in the dark up to 60 feet.</p><p><b>Skilled:</b> +4 racial bonus on Ride and Stealth checks.</p><p><b>Languages:</b> Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose any of these bonus languages: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, Orc.</p></h4></div> 1 0 0 0 0 0 1 adult true <div><p>Goblins prefer to dwell in caves, amid large and dense thickets of thistles and brambles, or in structures built and then abandoned by others. Very few goblins have the drive to build structures of their own. Coastlines are favored, as goblins are quite fond of sifting through junk and flotsam in an unending quest to find treasures among the refuse of more civilized races.</p><p>Goblin hatred runs deep, and few things inspire their wrath more than gnomes (who have long fought against goblins), horses (who frighten goblins tremendously), and regular dogs (whom goblins regard as pale imitations of goblin dogs).</p><p>Goblins are also quite superstitious, and treat magic with a fawning mixture of awe and fear. They have the habit of ascribing magic to the mundane as well, with fire and writing both taking on mystical power in goblin society. Fire is much loved by goblins for its capacity to wreak great destruction and because it doesn't require size or strength to wield, but written words are hated. Goblins believe that writing steals words out of your head, and as a result of this belief, goblins are universally illiterate.</p><p>Goblins are voracious and can eat their body weight in food daily without growing fat. Goblin lairs always have numerous storerooms and larders. While they prefer human and gnome flesh, a goblin won't turn down any food-except, perhaps, vegetables.</p><p><b>Goblin Characters</b><br> Goblins are defined by their class levels-they do not possess racial Hit Dice. All goblins have the following racial traits.</p><p><b>-2 Strength, +4 Dexterity, -2 Charisma:</b> Goblins are fast, but weak and unpleasant to be around.</p><p><b>Small:</b> Goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.</p><p><b>Fast:</b> Goblins are fast for their size, and have a base speed of 30 feet.</p><p><b>Darkvision:</b> Goblins can see in the dark up to 60 feet.</p><p><b>Skilled:</b> +4 racial bonus on Ride and Stealth checks.</p><p><b>Languages:</b> Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose any of these bonus languages: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, Orc.</p></div> true 13 17 15 12 10 14 true Steal fire Ex Steal Fire (Su) As a standard action, a kijimuna can call out to a nonmagical fire within 30 feet equivalent in size to the flames of a burning torch. Doing so causes the flame to ecome a light similar to that created by a dancing lights spell, under the control of the kijimuna. An attended object can make a DC 13 Reflex saving throw to avoid this effect. Unlike a dancing lights spell, a kijimuna’s steal fire ability can cause a stolen fire to strike a creature, either ringing the target in light as per the spell faerie fire for 5 minutes, or dealing 2d6 points of fire damage (DC 13 Reflex half ). Both save DCs are Charisma-based. A lantern, candle, torch, or similar item that has its flame stolen cannot be relit by any means for 24 hours. true Stealth 11 Swim 10 Profession 10 Survival 4 true Dodge true 18 15 14 0 0 1 2 0 1 14 false false