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GrunkaCreature -1

Source Pathfinder #157: Devil at the Dreaming Palace
Perception +2 (darkvision)
Languages Goblin
Skills Acrobatics +5, Athletics +2, Nature +1, Stealth +5
Str +0, Dex +3, Con +1, Int +0, Wis -1, Cha +1

AC 16; Fort +5; Reflex +7; Will +3;
HP 6
Speed 25 feet

Club One Action +8 (+3, -2) to hit (thrown 10) 1d6 Bludgeoning
Lesser Alchemist's Fire One Action +8 (+3, -2) to hit (alchemical, bomb, consumable, fire, splash) 1d8 Fire


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 Grunka.

Effect Grunka Steps.

The frontline fighters of goblin tribes prefer to fight in large groups-especially when they can outnumber their foes at least three to one.

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.



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.


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