Goblin Rabble
A chaotic mob of goblins lacking discipline but rich in guile ambushes trade routes under cover of dusk in overwhelming numbers.
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.
In play
Level 4
Perception +11 · Senses darkvision · Languages Common, Goblin · Skills Acrobatics +12, Athletics +10, Stealth +12, Thievery +12
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +1 | +5 | +2 | +0 | +1 | +1 |
| AC | Fort | Ref | Will |
|---|---|---|---|
| 20 | +11 | +14 | +8 |
HP 60 · Weaknesses area damage 4, splash damage 4
Speed 30 feet; troop movement
Abilities
- 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
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