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Goblin, Goblin Chief

Goblin Chief CR 9

Source Monster Codex pg. 108
XP 6,400
Oversized goblin fighter 10 (see page 104)
NE Medium humanoid (goblinoid)
Init +7; Senses darkvision 60 ft.; Perception +11

Defense

AC 22, touch 13, flat-footed 19 (+9 armor, +3 Dex)
hp 89 (10d10+30)
Fort +10, Ref +7, Will +7 (+3 vs. fear)
Defensive Abilities bravery +3

Offense

Speed 30 ft.
Melee +1 horsechopper +17/+12 (1d10+9/19–20/×3)
Ranged composite longbow +14/+9 (1d8+5/×3)
Special Attacks weapon training (polearms +2, bows +1)

Tactics

During Combat The goblin chief orders his minions to attack, readies his +1 horsechopper, and tries to trip any approaching enemies. He tries to keep enemies at a distance so he can take advantage of his weapon’s reach.

Statistics

Str 18, Dex 16, Con 14, Int 10, Wis 12, Cha 6
Base Atk +10; CMB +14 (+16 trip); CMD 27
Feats Combat Reflexes, Greater Trip, Greater Weapon Focus (horsechopperUE), Improved Critical (horsechopper), Improved Initiative, Iron Will, Power Attack, Step Up, Tripping StrikeAPG, Weapon Focus (horsechopper), Weapon Specialization (horsechopper)
Skills Intimidate +6, Perception +11, Ride +4, Stealth +9; Racial Modifiers +4 Ride, +4 Stealth
Languages Goblin
SQ armor training 2
Combat Gear potions of cure light wounds (3), potion of fly, potion of invisibility; Other Gear mwk full plate, +1 horsechopper, composite longbow with 20 arrows, campfire beadUE, cloak of fangsUE, necklace of fireballs (type I), 2,119 gp

Ecology

Environment temperate forest and plains (usually coastal regions)

Description

A massive brute, the goblin chief gets the best food and treasure that the tribe collects. Some lesser goblins test their mighty chief by returning from a raid empty-handed but full-bellied—this almost always ends poorly for them.

Creatures in "Goblin" Category

NameCR
Goblin1/3
Goblin Chief9
Goblin Commando2
Goblin Firestarter4
Goblin Frog-Talker5
Goblin Outrider1
Goblin Sneak1
Goblin Stickylord6
Goblin Vulture Pilot3
Grizzled Rider5
Monkey Goblin1/2
Mutant Goblin3