Goblin Cutthroat

From Epic Path
Revision as of 20:57, 21 April 2014 by Reese (talk | contribs)
Jump to navigation Jump to search


xx

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.


GENERAL

CR 1 Hit Dice 2

XP 400

NE Small Humanoid (Goblinoid)

Init +1; Senses Darkvision 60 ft., Perception +4


DEFENSE

AC 14, touch 11, flat-footed 13 (+1 dex, +3 armor)

hp 16

Fort +1, Ref +4, Will +1

Aura: -

SR: -

Special Defenses: -

Immunities: -

Weaknesses: -


OFFENSE

Speed 30 ft.

Space / Reach: 5 ft. / 5 ft.

Single Melee Cleaver +4 (1d8/19-20x2)

Full Melee Cleaver +4 (1d8/19-20x2)

Ranged Short Bow +4 (1d8/x2)

Special Attacks Trapper, Harrying Flanker, Pyromania

Action Points 0


STATISTICS

Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha 8

Base Atk +1; CMB +5; CMD 15

Feats Quick Draw

Skills Stealth +4

Languages Goblin


SPECIAL ABILITIES

Trapper

Once per encounter, in any encounter 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

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).


Pyromania

While goblins 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.


TREASURE

Sell value of approximately 213 gp.


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.