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[[Category:Epic Path]]
{{Template:Monster
[[Category:Bestiary]]
[[Category:CR 1]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Bestiary]] page.''


| MonsterName = Goblin Cutthroat


[[Image:Goblin_Cutthroat.jpg|384px|right|xx]]
| CR = 1
== Goblin Cutthroat (CR 1) ==
Goblin Cutthroats are the hunters and food-finders of the pack.  Many also fancy themselves cooks, though mostly this is just an excuse to play with fire (an honor that is the source of many squabbles in goblin society).  They are proficient trackers, excellent trappers and vicious killers.


| Image = Goblin_Cutthroat.jpg
  <!--Value: file name and extension only (e.g. "monster_picture.jpg")-->


=== GENERAL ===
| Role =  
'''CR''' 1  '''Hit Dice''' 2
  <!--Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank-->


'''XP''' 400
| Description = Goblin Cutthroats are the hunters and food-finders of the pack.  Many also fancy themselves cooks, though mostly this is just an excuse to play with fire (an honor that is the source of many squabbles in goblin society).  They are proficient trackers, excellent trappers and vicious killers.


NE Small Humanoid (Goblinoid)
| Alignment = Neutral Evil
  <!--Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil-->


'''Init''' +1; '''Senses''' Darkvision 60 ft., Perception +4
| Size = Small
  <!--Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic-->


| Type = Fey
  <!--Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin-->


=== DEFENSE ===
| Subtype = Goblinoid
'''AC''' 14, '''touch''' 11, '''flat-footed''' 13 (+3 armor, +1 dex, +0 natural, +0 deflection)
  <!--If any-->


'''hp''' 20
| NudgeInit = 2
  <!--CR 1 INITIATIVE = +1 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


'''Fort''' +1, '''Ref''' +4, '''Will''' +1
| Senses = [[Standard Darkvision]] 60 ft.
  <!--List the sense type and the distance it can perceive (e.g. "Standard Darkvision 60 ft.")-->


'''Aura:''' -
| NudgePerception =
  <!--CR 1 PERCEPTION = +4 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->


'''SR:''' -
| NudgeAC =
  <!--CR 1 AC = 14 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Special Defenses:''' -
| NudgeTouchAC =
  <!--CR 1 TOUCH AC = 11 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Immunities:''' -
| NudgeFFAC =
  <!--CR 1 FLAT-FOOTED AC = 13 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Weaknesses:''' vulnerable to Cold Iron
| NudgeHitPoints = 4
  <!--CR 1 HIT POINTS = 20 -->
  <!--Values: any multiplier, or leave blank. Max recommended is 1.15 (+15%) or 0.85 (-15%)-->




=== OFFENSE ===
<!--  SAVING THROWS  -->
'''Speed''' 30 ft.


'''Space / Reach:'''  5 ft. / 5 ft.
| Fort =
| Refl = S
| Will =
  <!--CR 1 STRONG SAVE = +4; WEAK SAVE = +1 -->
  <!--Values: "S" (for Strong save), leave blank for Weak save
      * Most monsters have 1 strong save and 2 weak saves
      * Heavies, Tanks, Threats and Villains have 2 strong saves
      * Dragons have 3 strong saves-->


'''Single Melee''' Cleaver +4 (1d8/19-20x2)
| NudgeFort =
| NudgeRefl =
| NudgeWill =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


'''Full Melee''' 2x Cleaver +4 (1d8/19-20x2)
| SR =
  <!--Values: Y (for Yes), or leave blank-->


'''Ranged''' Short Bow +4 (1d8/x2), range increment 30 feet 
| NudgeSR =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


'''Special Attacks''' Trapper, Harrying Flanker, Pyromania
| SpecialDefenses =
  <!--Put any DR or ER values here-->


'''Action Points''' 0
| StrongAgainst =
  <!--Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added-->


| WeakAgainst =
  <!--Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added-->


=== STATISTICS ===
| MoveTypes = Walk 30 ft.
'''Str''' 11, '''Dex''' 15, '''Con''' 12, '''Int''' 10, '''Wis''' 9, '''Cha''' 8
  <!--Other move types as needed-->


'''Base Atk''' +1; '''CMB''' +3; '''CMD''' 15
| NudgeReach =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.-->


'''Feats''' Quick Draw


'''Skills''' Stealth +4


'''Languages''' Goblin
<!--  GENERAL ATTACK INFORMATION  -->


| MeleeOrNatural = Melee
  <!--REQUIRED; Values: "Melee" (for weapon-wielding monsters), or "Natural" (for natural attacks)-->


=== SPECIAL ABILITIES ===
| MultipliedDamageType =  
; Trapper (Ex)
  <!--Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg)-->
Once per encounter, in any round in which the goblin cutthroat was not surprised, as an immediate action, the goblin may declare a space that an enemy is currently moving through to be trapped.  The moving creature must make a Reflex save, DC 10, or fall prone.  Once triggered, the trap is no longer operable during this encounter, and has no further effect.




; Harrying Flanker (Ex)
As part of his move action, a goblin cutthroat may end his movement in an ally's space, and move the ally to the last open space he moved out of in his movement path.  Using this ability, goblin cutthroats may take advantage of a single flanking space multiple times each round, even in tight spaces.  The movement of the ally to an open space is treated as forced movement, and thus does not provoke attacks of opportunity (though the goblin who used the Harrying Flanker ability may provoke if his movement indicates it).


<!--  PRIMARY ATTACK INFORMATION  -->


=== TREASURE ===
| PriAtkName = Cleaver
Sell value of approximately 231 gp.
  <!--name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite")-->


| PriAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->


=== COMBAT TACTICS ===
| PriAtkVSTouchAC =  
Goblin cutthroats are experts at ambushes, and prefer to lie in wait for prey to move along trails or roads.  They will make use of their trapper abilities to split up groups, and use pre-positioning to have one or more goblins move in from the rear of the prey's line of approach.  Those goblins in the front will use the Harrying Flanker ability to take advantage of flanking bonuses repeatedly, as the next goblin moves into the flanking space to attack, displacing the last one to act.  They will sometimes even have a reserve of a couple of goblins, using short bows on targets separated by the traps, who will move in to provide new flanks if their attack line gets disrupted.
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->


; Pyromania
| PriAtkIsAuto-Hit =
While goblin cutthroats don't have any fire-based attacks, they hold fire in awe and ascribe magical properties to it. Given a chance, a goblin will always go out of its way to set things on fire, use fire as a weapon, or generally cause fiery mayhem. If the goblin finds a source of fire, they can spread the fire to flammable materials more quickly than less motivated races, and putting out the fire always takes a little longer than it should. Maybe it really is magical.
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgePriToHit =
  <!--CR 1 PRIMARY TO-HIT = +4 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgePriDamage =
  <!--CR 1 PRIMARY NATURAL DAMAGE = 1d8 -->
  <!--CR 1 PRIMARY MELEE DAMAGE = 1d8 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SECONDARY ATTACK INFORMATION  -->
 
| SecAtkName =
  <!--name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none-->
 
| SecAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| SecAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| SecAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeSecToHit =
  <!--CR 1 SECONDARY TO-HIT = +4 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeSecDamage =
  <!--CR 1 SECONDARY NATURAL DAMAGE = 1d4 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  TERTIARY ATTACK INFORMATION  -->
 
| TerAtkName =
  <!--Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none-->
 
| TerAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| TerAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| TerAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeTerToHit =
  <!--CR 1 TERTIARY TO-HIT = +4 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeTerDamage =
  <!--CR 1 TERTIARY NATURAL DAMAGE = 1d8 -->
  <!--CR 1 TERTIARY MELEE DAMAGE = 1d8 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  QUATERNARY ATTACK INFORMATION  -->
 
| QuaAtkName =
  <!--Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none-->
 
| QuaAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| QuaAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| QuaAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeQuaToHit =
  <!--CR 1 QUATERNARY TO-HIT = +4 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeQuaDamage =
  <!--CR 1 QUATERNARY NATURAL DAMAGE = 1d4 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
<!--  RANGED ATTACK INFORMATION  -->
 
| RangedAtkName = Short Bow
  <!--Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack-->
 
| RangedAtkNotes = (range increment 30 ft.; max range 300 ft.)
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| HasRangedFullAttack =
  <!--Values: Y (for yes), or leave blank (for no)-->
 
| RangedAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| RangedAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeRangedToHit =
  <!--CR 1 RANGED TO-HIT = +4 -->
  <!--any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeRangedDamage =
  <!--CR 1 RANGED DAMAGE = 1d8 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
<!--  ABILITY SCORES  -->
| Str = 11
| Dex = 15
| Con = 12
| Int = 10
| Wis = 9
| Cha = 8
 
| NudgeCMB =
  <!--CR 1 CMB = +3 -->
| CMBNotes =
  <!--Values: Text about specific bonuses to CMB (e.g. "+2 on Trips")-->
 
| NudgeCMD = 2
  <!--CR 1 CMD = 15 -->
| CMDNotes =
  <!--Values: Text about specific bonuses to CMD (e.g. "+4 vs Grapples")-->
 
 
<!--  FEATS  -->
 
| Feat1 = Quick Draw
| Feat2 =
| Feat3 =
| Feat4 =
  <!--Just the feat name; will be autolinked, and ShortDesc added-->
 
 
<!--  SKILLS  -->
 
| Skill1 = Stealth
| Skill2 =
| Skill3 =
| Skill4 =
 
| NudgeSkill1 =
| NudgeSkill2 =
| NudgeSkill3 =
| NudgeSkill4 =
  <!--CR 1 SKILLS = +4 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->
 
 
<!--  LANGUAGES  -->
 
| Languages = Goblin
  <!--Comma-separated list-->
 
 
<!--  SPECIAL ABILITIES  -->
 
 
<!--  ROLE-BASED SPECIAL ABILITIES -->
 
| HideRoleReminder1 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder2 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder3 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder4 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
 
 
<!--  SPECIAL ABILITY 1  -->
 
| Ability-1-Name = Trapper
 
| Ability-1-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-1-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it-->
 
| Ability-1-Description = Once per encounter, in any round in which the goblin cutthroat was not surprised, as an immediate action, the goblin may declare a space that an enemy is currently moving through to be trapped. The moving creature must make a Reflex save, DC {{#var:Special1SaveDC}}, or fall [[Prone]]. Once triggered, the trap is no longer operable during this encounter, and has no further effect.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special1ToHit}}      To-Hit      @ CR 1 = +4
        {{#var:Special1TouchAttack}} Touch To-Hit @ CR 1 = +0
        {{#var:Special1SaveDC}}      Save DC      @ CR 1 = 10
        {{#var:Special1StandardDmg}} Std Damage  @ CR 1 = 1d6+1
        {{#var:Special1SwiftDmg}}    Swift Damage @ CR 1 = 1d4
        {{#var:Special1AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
    -->
 
| NudgeAbility1ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility1TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility1SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility1StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility1SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility1AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 2  -->
 
| Ability-2-Name = Harrying Flanker
 
| Ability-2-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-2-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-2-Description = As part of his move action, a goblin cutthroat may end his movement in an ally's space, and move the ally to the last open space he moved out of in his movement path. Using this ability, goblin cutthroats may take advantage of a single flanking space multiple times each round, even in tight spaces. The movement of the ally to an open space is treated as forced movement, and thus does not provoke attacks of opportunity (though the goblin who used the Harrying Flanker ability may provoke if his movement indicates it).
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special2ToHit}}      To-Hit      @ CR 1 = +4
        {{#var:Special2TouchAttack}} Touch To-Hit @ CR 1 = +0
        {{#var:Special2SaveDC}}      Save DC      @ CR 1 = 10
        {{#var:Special2StandardDmg}} Std Damage  @ CR 1 = 1d6+1
        {{#var:Special2SwiftDmg}}    Swift Damage @ CR 1 = 1d4
        {{#var:Special2AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
    -->
 
| NudgeAbility2ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility2TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility2SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility2StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility2SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility2AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 3  -->
 
| Ability-3-Name =
 
| Ability-3-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-3-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-3-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special3ToHit}}      To-Hit      @ CR 1 = +4
        {{#var:Special3TouchAttack}} Touch To-Hit @ CR 1 = +0
        {{#var:Special3SaveDC}}      Save DC      @ CR 1 = 10
        {{#var:Special3StandardDmg}} Std Damage  @ CR 1 = 1d6+1
        {{#var:Special3SwiftDmg}}    Swift Damage @ CR 1 = 1d4
        {{#var:Special3AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
    -->
 
| NudgeAbility3ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility3TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility3SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility3StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility3SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility3AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 4  -->
 
| Ability-4-Name =
 
| Ability-4-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-4-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-4-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special4ToHit}}      To-Hit      @ CR 1 = +4
        {{#var:Special4TouchAttack}} Touch To-Hit @ CR 1 = +0
        {{#var:Special4SaveDC}}      Save DC      @ CR 1 = 10
        {{#var:Special4StandardDmg}} Std Damage  @ CR 1 = 1d6+1
        {{#var:Special4SwiftDmg}}    Swift Damage @ CR 1 = 1d4
        {{#var:Special4AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
    -->
 
| NudgeAbility4ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility4TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility4SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility4StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility4SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility4AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 5  -->
 
| Ability-5-Name =
 
| Ability-5-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-5-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-5-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special5ToHit}}      To-Hit      @ CR 1 = +4
        {{#var:Special5TouchAttack}} Touch To-Hit @ CR 1 = +0
        {{#var:Special5SaveDC}}      Save DC      @ CR 1 = 10
        {{#var:Special5StandardDmg}} Std Damage  @ CR 1 = 1d6+1
        {{#var:Special5SwiftDmg}}    Swift Damage @ CR 1 = 1d4
        {{#var:Special5AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
    -->
 
| NudgeAbility5ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility5TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility5SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility5StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility5SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility5AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 6  -->
 
| Ability-6-Name =
 
| Ability-6-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-6-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-6-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special6ToHit}}      To-Hit      @ CR 1 = +4
        {{#var:Special6TouchAttack}} Touch To-Hit @ CR 1 = +0
        {{#var:Special6SaveDC}}      Save DC      @ CR 1 = 10
        {{#var:Special6StandardDmg}} Std Damage  @ CR 1 = 1d6+1
        {{#var:Special6SwiftDmg}}    Swift Damage @ CR 1 = 1d4
        {{#var:Special6AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
    -->
 
| NudgeAbility6ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility6TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility6SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility6StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility6SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility6AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 7  -->
 
| Ability-7-Name =
 
| Ability-7-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-7-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-7-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special7ToHit}}      To-Hit      @ CR 1 = +4
        {{#var:Special7TouchAttack}} Touch To-Hit @ CR 1 = +0
        {{#var:Special7SaveDC}}      Save DC      @ CR 1 = 10
        {{#var:Special7StandardDmg}} Std Damage  @ CR 1 = 1d6+1
        {{#var:Special7SwiftDmg}}    Swift Damage @ CR 1 = 1d4
        {{#var:Special7AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
    -->
 
| NudgeAbility7ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility7TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility7SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility7StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility7SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility7AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 8  -->
 
| Ability-8-Name =
 
| Ability-8-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-8-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-8-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special8ToHit}}      To-Hit      @ CR 1 = +4
        {{#var:Special8TouchAttack}} Touch To-Hit @ CR 1 = +0
        {{#var:Special8SaveDC}}      Save DC      @ CR 1 = 10
        {{#var:Special8StandardDmg}} Std Damage  @ CR 1 = 1d6+1
        {{#var:Special8SwiftDmg}}    Swift Damage @ CR 1 = 1d4
        {{#var:Special8AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
    -->
 
| NudgeAbility8ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility8TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility8SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility8StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility8SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility8AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 9  -->
 
| Ability-9-Name =
 
| Ability-9-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-9-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-9-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special9ToHit}}      To-Hit      @ CR 1 = +4
        {{#var:Special9TouchAttack}} Touch To-Hit @ CR 1 = +0
        {{#var:Special9SaveDC}}      Save DC      @ CR 1 = 10
        {{#var:Special9StandardDmg}} Std Damage  @ CR 1 = 1d6+1
        {{#var:Special9SwiftDmg}}    Swift Damage @ CR 1 = 1d4
        {{#var:Special9AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
    -->
 
| NudgeAbility9ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility9TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility9SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility9StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility9SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility9AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  COMBAT TACTICS  -->
 
| CombatTactics = Goblin cutthroats are experts at ambushes, and prefer to lie in wait for prey to move along trails or roads. They will make use of their trapper abilities to split up groups, and use pre-positioning to have one or more goblins move in from the rear of the prey's line of approach. Those goblins in the front will use the Harrying Flanker ability to take advantage of flanking bonuses repeatedly, as the next goblin moves into the flanking space to attack, displacing the last one to act. They will sometimes even have a reserve of a couple of goblins, using short bows on targets separated by the traps, who will move in to provide new flanks if their attack line gets disrupted.
 
 
 
<!--  OUT OF COMBAT  -->
 
| OutOfCombat = While goblin cutthroats don't have any fire-based attacks, they hold fire in awe and ascribe magical properties to it. Given a chance, a goblin will always go out of its way to set things on fire, use fire as a weapon, or generally cause fiery mayhem. If the goblin finds a source of fire, they can spread the fire to flammable materials more quickly than less motivated races, and putting out the fire always takes a little longer than it should. Maybe it really is magical.
 
}}

Revision as of 14:35, 14 June 2016

Goblin Cutthroat (CR 1)

Neutral Evil - Small - Fey (Goblinoid)
Lore: Know (Nature)
2 17
Basic DC Full DC
Initiative
Initiative Icon 2.png
5
Perception:
13 +3
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
14
Man Def
Shield Icon 3.png
15
Monster Health
35 17 2
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +0
Refl: +5
Will: +0

Strong Against:

Weak Against:

Offense

Size: Small
5 ft. 5 ft.
Space Reach
To-Hit
+3
Sword Icon 3.png
Man Off
+3
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Cleaver +3 (1d4/19-20 x2)
    as undefined damage type

Full Attack (Melee):

  • 3x Cleaver +3 (1d4/19-20 x2)
    as undefined damage type

Standard Attack (Ranged):

  • 1x Short Bow +3 (1d4/19-20 x2)
    as undefined damage type

    (range increment 30 ft.; max range 300 ft.)

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

11
STR
15
DEX
12
CON
10
INT
9
WIS
8
CHA

Skills:

Languages: Goblin

Feats:

  • Quick Draw (EFFECT: Draw weapon as a free action, sheathe weapon as a swift action)

Special Abilities

Trapper (Ex)

Once per encounter, in any round in which the goblin cutthroat was not surprised, as an immediate action, the goblin may declare a space that an enemy is currently moving through to be trapped. The moving creature must make a Reflex save, DC , or fall Prone. Once triggered, the trap is no longer operable during this encounter, and has no further effect.

Harrying Flanker (Ex)

As part of his move action, a goblin cutthroat may end his movement in an ally's space, and move the ally to the last open space he moved out of in his movement path. Using this ability, goblin cutthroats may take advantage of a single flanking space multiple times each round, even in tight spaces. The movement of the ally to an open space is treated as forced movement, and thus does not provoke attacks of opportunity (though the goblin who used the Harrying Flanker ability may provoke if his movement indicates it).

Goblin Cutthroat

Goblin Cutthroat

Goblin Cutthroats are the hunters and food-finders of the pack. Many also fancy themselves cooks, though mostly this is just an excuse to play with fire (an honor that is the source of many squabbles in goblin society). They are proficient trackers, excellent trappers and vicious killers.

Combat Tactics

Goblin cutthroats are experts at ambushes, and prefer to lie in wait for prey to move along trails or roads. They will make use of their trapper abilities to split up groups, and use pre-positioning to have one or more goblins move in from the rear of the prey's line of approach. Those goblins in the front will use the Harrying Flanker ability to take advantage of flanking bonuses repeatedly, as the next goblin moves into the flanking space to attack, displacing the last one to act. They will sometimes even have a reserve of a couple of goblins, using short bows on targets separated by the traps, who will move in to provide new flanks if their attack line gets disrupted.

Out of Combat

While goblin cutthroats don't have any fire-based attacks, they hold fire in awe and ascribe magical properties to it. Given a chance, a goblin will always go out of its way to set things on fire, use fire as a weapon, or generally cause fiery mayhem. If the goblin finds a source of fire, they can spread the fire to flammable materials more quickly than less motivated races, and putting out the fire always takes a little longer than it should. Maybe it really is magical.

Rewards

XP: 400

Treasure: Sellable Goods worth 219 gp.

Weight: 10 lbs.     Volume: 0.4 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)