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Goblin MercenaryThis goblinoid is the elite gunblade wielders of the goblin guard.

Goblin Mercenary (CR 8)

XP 4,800
Goblin Gunbreaker 9
NE Small Humanoid (Goblinoid)
Init +2; Senses Low-light vision; Perception +13


AC 24, touch 19; flat-footed 22 (+5 armor, +6 shield, +2 dex, +1 size)
hp 79 [109] (9d10+19)
Fort +9; Ref +9; Will +4
Defensive Abilities Keen Edge


During Combat These gunbreakers begins with Brutal Shell on himself and then follows with Fire Cross. He’ll use aurora once he’s below half health. Once surrounded by foes, he’ll go in using fated circle.


Speed 30 ft. (20 ft. in armor)
Melee +1 Gunblade (Std) +14/+9 (1d6+4/19-20)
Special Abilities Aurora (4/day, 1 round), Improved Aurora
Special Attacks Goblin Punch, Gun Arm Techniques (Blast Shield, Danger Zone, Fire Cross), Magicked Ammo (6 pts, +5 dmg)


Str 14, Dex 15, Con 14, Int 12, Wis 13, Cha 8
Base Atk +9/+4; CMB +10; CMD 22
Feats Point-Blank Shot, Power Attack, Precise Shot, Shield Ward, Weapon Focus (Gunblade)
Skills Acrobatics +12, Intimidate +11, Knowledge (technology) +13, Perception +13, Repair +8; Racial Modifiers +2 Bluff, +2 Craft, +2 Diplomacy, +1 Disable Device, +2 Heal, +1 Knowledge (engineering), +2 Profession
Languages Common, Goblin, Orc + 1 other
SQ Armor Training (+2), CraftsmanField Medic, Goblin’s Unique Handle on Things, Gunbreaker Talents (Baring Fangs, Elemental Infuse, Extra Aurora, Ranged Combat Training), Gunsmith, Gun Arm Mastery (Power Mastery), Heart of Light, Heart of Stone, Jugular Rip, Master Tinker, Quick Cartridge, Silver Tongued,
Gear cure potion (4), +1 Gunblade (std), gunblade (std) ammo (50), scale mail, heavy steel shield


Goblin Punch (Su)

1/day, a goblin shaman can launch a wind blast (+12 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 15) or fall prone. Blue mages may learn this ability as a 1st level spell (Knowledge: Local DC 17).