Speed 30 ft.
Melee heavy mace +5 (1d6+1)
Special Attacks bleeding touch (5/day), channel negative energy (3/day, 3d6, Will DC 14), touch of law (5/day)
Cleric Spells Prepared (CL 5th; concentration +7)
3rd—blindness/deafness (DC 15), magic circle against chaosD
2nd—cure moderate wounds, death knellD (DC 14), hold person (DC 14), silence (DC 14)
1st—bless, cause fear (DC 13), cure light wounds, protection from chaosD
0—bleed (DC 12), detect poison, read magic, resistance
During Combat if there are two goblin priests, the nearer will attack recklessly with his heavy mace, while the other supports him with his cleric spells, opening with blindness/deafness (favoring blindness), and hold person, though he uses a silence spell instead if one of the PCs appears to be a powerful spellcaster. Either priest will use death knell at the first opportunity, and make full use of their cure spells to continue the fight. If things are going badly, the goblin priests use their channel negative energy ability as a last resort, hoping to kill the PCs, even at the cost of their own lives.
Morale The goblin priests fight to the death.
Str 12, Dex 14, Con 12, Int 10, Wis 15, Cha 10
Base Atk +3; CMB +3; CMD 15
Feats Combat Casting, Lightning Reflexes, Improved Channel
Skills Knowledge Religion +6, Stealth +9; Racial Modifiers +4 Ride, +4 Stealth
SQ aura, orisons
NPC Gear +1 heavy mace, +1 studded leather, light steel shield
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.
Section 15: Copyright Notice
The War of the Goblin King