🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Goblin War ChanterCreature 1


CESmallGoblinHumanoid
Source Pathfinder Bestiary
Perception +5 (darkvision)
Languages Common, Goblin
Skills Acrobatics +6, Deception +7, Occultism +4, Performance +7, Stealth +6
Str +2, Dex +3, Con +2, Int +1, Wis +0, Cha +4

AC 17; Fort +7; Reflex +8; Will +5;
HP 16
Speed 25 feet

Dogslicer One Action +8 (+4, +0) to hit (agile, backstabber, finesse) 1d6+2 Slashing
Shortbow One Action +8 (+3, -2) to hit (deadly d10, range increment 60, reload 0) 1d6 Piercing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Goblin Scuttle Reaction

Trigger A goblin ally ends a move action adjacent to the goblin.


Effect The goblin Steps.

Goblin Song One Action

The war chanter sings annoying goblin songs, distracting foes with silly and repetitive lyrics. The chanter attempts a performance check against the Will DCs of up to two enemies within 30 feet. This has the usual traits and restrictions for a Performance check.


Critical Success The target takes a -1 status penalty to Perception checks and Will saves for 1 minute. Goblin Song (Critical Success)

Success As critical success, but the target is affected for only one round. Goblin Song (Success)

Critical Failure The target is temporarily immune to Goblin Song for 1 hour.


Occult Spontaneous Spells (DC 17, +7 to hit)

Cantrips (1st Level): Ghost Sound, Inspire Courage, Mage Hand, Message, Telekinetic Projectile
1st Level (2 slots): Bless, Soothe


While all goblins enjoy singing, goblin war chanters pride themselves on mastering the art of vocal performance. Their ballads and jingles are undeniably catchy, though whether they are actually enjoyable is entirely subjective.


These small humanoids have green or gray skin and large heads with wide ears. While some goblins are civilized and have worked hard to be considered upstanding members of humanoid communities, most are impetuous and vicious creatures who delight in wreaking havoc. These goblins think nothing of slaughtering livestock, stealing infants, or burning down a building purely for momentary delight. They revel in playing malicious tricks on taller humanoids, whom they call "longshanks."

Goblins are superstitious, with an intense awe of magic and a fascination with fire; goblins who master magic or fire earn great respect from their kin. Most other humanoids find it difficult to understand goblins' outlook: they hate canines but eagerly share their lairs with so-called "goblin dogs," they fearlessly attack larger creatures but are terrified of horses, and they despise vegetables yet consider pickles a delicacy. To a goblin, of course, these are all perfectly sensible life choices.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Goblin

A creature with this trait can come from multiple tribes of creatures, including goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins.

Humanoid

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