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Goblin Guard

Goblin GuardThis creature stands barely three feet tall, its scrawny, humanoid body dwarfed by its wide, ungainly head.

Goblin Guard (CR 1/2)

XP 200
Goblin Fighter 1
NE Small Humanoid (Goblinoid)
Init +6; Senses Darkvision 60 ft.; Perception -1


AC 16, touch 13; flat-footed 14 (+2 armor, +2 dex, +1 shield, +1 size)
hp 6 [11] (1d10+1)
Fort +3, Ref +2, Will -1
Resist Fire 5;


Speed 20 ft.
Melee Short sword +4 (1d4+1/19-20)
Ranged Short bow +5 (1d4/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks Goblin Punch
Special Abilities Martial Flexibility (3/day)


Str 11, Dex 15, Con 12, Int 12, Wis 9, Cha 6
Base Atk +1; CMB +0; CMD 12
Feats Improved Initiative
Skills Acrobatics +6, Knowledge (dungeoneering) +5, Survival +3; Racial Modifiers +2 Bluff, +2 Craft, +2 Diplomacy, +1 Disable Device, +1 Knowledge (engineering), +2 Profession
Languages Common, Goblin, Moblin
SQ Chosen Weapon +1 (Light Blades), Craftsman, Goblin’s Unique Handle on Things, Master Tinker, Silver Tongued
Gear cure potion (1), Shortsword, shortbow, quiver (10 arrows), leather armor, buckler


Craftsman (Ex)

Goblins are very gifted with their hands when creating machines and other things and gain a +2 racial bonus on all Craft or Profession checks to create objects from metal, wood, cloth or stone.

Goblin Punch (Su)

Once per day, a goblin can launch a wind blast (+3 ranged touch attack) at a single target within 30 feet. If it hits, the target takes 1d4+3 points of wind damage and must make a Reflex save (DC 8) or fall prone. Blue mages may learn this ability as a 1st level spell (Knowledge: Local DC 17).

Goblin’s Unique Handle on Things (Ex)

Goblins are proficient with both short swords and hand axes.

Master Tinker (Ex)

Whatever you survive makes you a better tinkerer right? Goblins gain a +1 bonus on Disable Device and Knowledge (engineering) checks. Goblins are also treated as proficient with any weapon they have personally crafted.

Silver Tongued (Ex)

Unlike moblins or other races, goblins are very talkative and eager to sell wares and set up trades with everyone and gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can do so up to three steps up rather than just two.