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Bloody Barber GoonCreature 12


UncommonCEMediumHumanHumanoid
Source Pathfinder #161: Belly of the Black Whale
Perception +25
Languages Common
Skills Acrobatics +25, Deception +17, Intimidation +19, Stealth +23, Thievery +23
Str +5, Dex +5, Con +5, Int -2, Wis +2, Cha +1

AC 32; Fort +23; Reflex +25; Will +18;
HP 210
Speed 25 feet

dagger One Action +24 (+20, +16) to hit (agile, finesse, versatile s) 1d4+9 Piercing
club One Action +25 (+20, +15) to hit (magical) 2d6+9 Bludgeoning
dagger One Action +24 (+20, +16) to hit (agile, finesse, versatile s) 1d4+9 Piercing

Attack of Opportunity Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Brutish Shove One Action

Throwing your weight behind your attack, you hit your opponent hard enough to make it stumble back. Make a Strike with a two-handed melee weapon. If you hit a target that is your size or smaller, that creature is flat-footed until the end of your current turn, and you can automatically Shove it, with the same benefits as the Shove action (including the critical success effect, if your Strike was a critical hit). If you move to follow the target, your movement doesn't trigger reactions. This Strike has the following failure effect.

Failure The target becomes flat-footed until the end of your current turn.

Sneak Attack

The goon deals an additional 2d6 precision damage to flat-footed creatures.

Thunk 'n' Slice Two Actions

The Bloody Barber goon makes one dagger Strike and one club Strike, ignoring the multiple attack penalty until after the second Strike. Each Strike deals an additional 1d8 slashing or piercing damage (for the dagger) or bludgeoning damage (for the club).



Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.