Goblin Rabble
Goblins lack the organization and discipline of their hobgoblin cousins but often more than make up for it with guile.
- AC
- 20
- HP
- 60
- Perc
- +11
- Fort
- +11
- Ref
- +14
- Will
- +8
- STR
- +1
- DEX
- +5
- CON
- +2
- INT
- +0
- WIS
- +1
- CHA
- +1
- AC
- 20
- HP
- 60
- STR
- +1
- DEX
- +5
- CON
- +2
- INT
- +0
- WIS
- +1
- CHA
- +1
Goblins lack the organization and discipline of their hobgoblin cousins but often more than make up for it with guile. Some goblin tribes like to terrorize trade routes under the cover of dusk.
AC 20
Fort +11
Ref +14
Will +8
HP 60
(4 segments)
Speed 30 feet; troop movement
Dogpile [Single Action to Three Actions] The goblin rabble engage in as coordinated an attack as they can with their dogslicers, attacking each enemy in a 5-foot emanation (DC 18 basic Reflex save). The damage depends on the number of actions. A creature who critically fails their save is also knocked prone.
[Single Action] 1d6 slashing damage
[Two Actions] 2d6+4 slashing damage
[Three Actions] 2d6+7 slashing damage