Speed 30 ft.
Melee dagger +6 (1d3+2)
Ranged composite longbow +7* (1d6+4*)
Special Attacks sneak attack +2d6
*+ 1 if the target is within 30 feet.
Before Combat Goblin assassins like to attack from ambush.
During Combat Unless the PCs successfully detect the goblins the goblins get a surprise round in which they fire on the PCs. The goblins make full use of their Deadly Aim (already reflected in their stat blocks). They try to focus on melee fighters in the first round, hoping to drop them before they can close to sword range and prevent the goblins from using their bows effectively.
Morale The goblin assassins won’t fight to the death, and any goblin reduced to below 1/4 its maximum hit points attempts to flee.
Str 14, Dex 19, Con 12, Int 10, Wis 10, Cha 8
Base Atk +3; CMB +4; CMD 18
Feats Deadly Aim, Martial Weapon Proficiency (longbow), Point-Blank Shot, Precise Shot
Skills Acrobatics +10, Bluff +6, Climb +8, Disable Device +10, Perception +7, Ride +15, Sense Motive +7, Stealth +18; Racial Modifiers +4 Ride, +4 Stealth
SQ rogue talent (fast stealth)
NPC Gear composite longbow [+2 strength] with 40 arrows, dagger, studded leather armor
Goblins who have pledged themselves to the service of the Goblin King receive a magical protective enchantment from the Goblin King’s crown. This blessing increases the goblins’ natural armor by +1 and grants them a +1 bonus to all of their saves.