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This goblinoid wields healing powers of fiery temper to aid her allies into battle.

Goblin Priest (CR 6)

XP 2,400
Goblin Cleric 7
NE Small Humanoid (Goblinoid)
Init +3; Senses Low-light Vision, Sense Alignment; Perception +3
Aura of Resolve (+2 profane bonus to Will saves, 20-ft.-radius)


AC 20, touch 14; flat-footed 17 (+5 armor, +1 shield, +3 dex, +1 size)
hp 52 [77] (7d8+21)
mp 18
Fort +6; Ref +5; Will +10
Resist Fire 10;


During Combat This goblin will buff herself with mage armor. After that she cast fire II/fire III or ruin for single targets and flame breath/fira if a group gets near her. She’ll only use dark orb when she runs out of MP. If all else fails she will use her trusty rapier.


Speed 20 ft. (10 ft. in armor)
Melee Rapier +3 (1d4-2/18-20)
Ranged Sling +9 (1d3-2)
Special Abilities Battle Rage (4/day), Blessing of the Faithful, Channel Energy (5/day, 2d6 shadow dmg), Prayer
Special Attacks Fire Bolt (4/day), Goblin Punch, Inferno Powers (5/day, Ifrit’s Nails, Burning Passion, Inner Flame)
Spells Known (Cleric CL 7th, concentration +10) [+1 spell DC to fire related spells]

At-will (DC 13) – Bleed, Daze, Dark Orb, Elemental Orb (Fire Orb)
1st (DC 14) – Blind, Charm, Detonate, Enfeeblement, Fire, Flame Breath, Mage Armor, Ruin, Saber
2nd (DC 15) – Burning Arc, Detonate II, Fire II, Flaming Sphere, Silence
3rd (DC 16) – Fira, Fire III


Str 6, Dex 16, Con 12, Int 12, Wis 16, Cha 13
Base Atk +5; CMB +2; CMD 15
Feats Combat Casting, Elemental Focus (Fire), Extra MP, Weapon Focus (Rapier)
Skills Diplomacy +13, Heal +13, Knowledge (history, nobility) +11, Spellcraft +11; Racial Modifiers +2 Bluff, +2 Craft, +2 Diplomacy, +2 Profession
Languages Common, Goblin, + 1 other
SQ Armored Mage (Medium), Clear Mind, Craftsman, Deific Order (Infernian [Fire, War]), Field Medic, PyromaniacSilver Tongued, Spell Proficiency, Thug life
Gear cure potion (3), Rapier, sling, 10 bullets, scale mail, light wooden shield


Goblin Punch (Su)

1/day, a goblin can launch a wind blast (+9 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 14) or fall prone. Blue mages may learn this ability as a 1st level spell (Knowledge: Local DC 17).