AC 24, touch 15, flat-footed 19 (+6 armor, +4 Dex, +1 natural, +2 shield, +1 size)
hp 47 (5d10+20)
Fort +7, Ref +6, Will +0; +1 bonus on Will saves against fear
Defensive Abilities armor training + 1, blessing of the goblin king, bravery +1
Speed 30 ft.
Melee masterwork longsword +11 (1d6+4/19-20)
Ranged light crossbow +10 (1d6/19-20)
Offensive Abilities weapon training (heavy blade) +1
Before Combat The goblins busy themselves by playing their favorite game, “Guess what food I’m thinking of,” and so receive a -12 penalty to their Perception checks (due to the distraction of the game and the guesses they yell out at the top of their lungs). If the goblins become aware of the PCs, they immediately stop their game, falling silent and moving into position to attack.
During Combat The goblin soldiers will rush to fight. Even if they are surprised, the goblin soldiers will call out for other goblins to aid them.
Morale If the goblin soldiers appear to be losing, they will attempt to conduct a fighting retreat to a more secure location. The goblin soldiers will fight to the death.
Str 15, Dex 18, Con 14, Int 10, Wis 7, Cha 7
Base Atk +5; CMB +6; CMD 20
Feats Weapon Focus (longsword), Blind-Fight, Weapon Specialization (longsword), Toughness, Skill Focus (Stealth)
Skills Perception +3. Stealth +18; Racial Modifiers +4 Ride, +4 Stealth
SQ weapon training (heavy blade) +1
NPC Gear masterwork longsword, +1 scale armor, heavy steel shield, light crossbow with 10 bolts
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.
The War of the Goblin King. Copyright 2010 Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua Zaback, Justin Holloway.