Goblin Druid 4

Goblin Druid 4 CR 3

XP 800
Male goblin druid 4
NE Small humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +2

DEFENSES

AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
hp 33 (4d8+12)
Fort +7, Ref +5, Will +7

OFFENSE

Speed 30 ft.
Melee flame blade +3 touch (1d8+2 fire) or spear +3 (1d6–1/×3)
Ranged produce flame +6 (1d6+4 fire) or sling +6 (1d3–1)
Special Attacks wild shape 1/day
Spells Prepared (CL 4th)

2ndanimal messenger, flame blade, lesser restoration (already cast)
1stcharm animal (DC 13), cure light wounds (2), entangle (DC 13)
0flare (DC 12), guidance, mending, stabilize

STATISTICS

Str 8, Dex 16, Con 14, Int 8, Wis 15, Cha 12
Base Atk +3; CMB +1; CMD 14
Feats Brew Potion, Combat Casting
Skills Handle Animal +8, Knowledge (nature) +8, Survival +11
Languages Common, Druidic, Goblin
SQ nature bond (small cat animal companion), nature sense, resist nature’s lure, trackless step, wild empathy +5, woodland stride
Combat Gear elixir of speak with animals (2), elixir of tree shape (2), potion of cure light wounds, wand of produce flame (34 charges); Other Gear +1 leather armor, spear, sling, cloak of resistance +1

Cougar CR –

N Medium animal
Init +5; Senses low-light vision, scent; Perception +5

DEFENSES

AC 16, touch 16, flat-footed 13 (+4 Dex, +1 dodge, +1 natural)
hp 26 (4d8+8)
Fort +6, Ref +8, Will +2
Defensive Abilities evasion

OFFENSE

Speed 50 ft.
Melee bite (1d6+3 plus trip), 2 claws (1d3+3)

STATISTICS

Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6
Base Atk +3; CMB +7; CMD 23 (27 vs. trip)
Feats Dodge, Skill Focus (Acrobatics)
Skills Acrobatics +12, Climb +8, Perception +5, Stealth +9
SQ link, share spells, sprint

SPECIAL ABILITIES

Sprint (Ex)

Once per hour, a small cat can move at 10 times its normal speed (500 feet) when it makes a charge.

ECOLOGY

Environment temperate forest and plains (usually coastal regions)
Organization 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)
Treasure NPC gear (leather armor, light wooden shield, short sword, short bow with 20 arrows, other treasure)

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.

Section 15: Copyright Notice

Pathfinder 1: Burnt Offerings. Copyright 2007, Paizo Publishing, LLC; Author: James Jacobs.

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