Warbal BumblebrasherCreature 1
Source Pathfinder #145: Hellknight Hill
Perception +3 (darkvision)
Languages Common, Goblin
Skills Diplomacy +8, Lore +9, Nature +5, Religion +5, Society +7, Survival +3
Str -1, Dex +2, Con +2, Int +2, Wis +0, Cha +3
AC 15; Fort +5; Reflex +5; Will +5;
HP 20
Speed 25 feet
Fist +5 (+1, -3) to hit (agile, finesse, nonlethal, unarmed) 1d4-1 Bludgeoning
Heavy Book +0 (-5, -10) to hit 1d6-1 Bludgeoning
Heavy Book +3 (-2, -7) to hit (thrown 10) 1d6-1 Bludgeoning
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 ScuttleTrigger A goblin ally ends a move action adjacent to Warbal.
Effect Warbal Steps.
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
GoblinA 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.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.