The Dark Blood Goblins


The Dark Blood Goblins are a tribe of goblins that lives a half day's march from Fort Inevitable.



Dark Blood Goblin Fighter                                                          
CR 1/2
XP 200
Goblin fighter 1
NE Small humanoid (goblinoid)
Init +5; Senses darkvision 60 ft.; Perception +2

DEFENSE
AC 14, touch 12, flat-footed 14 (+2 armor, +1 Dex, +1 size)
hp 6 (1d10+1)
Fort +3, Ref +1, Will +2

OFFENSE
Speed 20 ft.
Melee longspear +3 (1d6+1/x3) or short sword +3 (1d4+1/19–20)
Ranged shortbow +3 (1d4/×3)

STATISTICS
Str 13, Dex 12, Con 13, Int 10, Wis 14, Cha 10
Base Atk +1; CMB +1; CMD 12
Skills Craft (armor) +4, Handle Animal +4, Knowledge (geography) +1, Ride +5, Stealth +5
Languages Goblin
Combat Gear tanglefoot bags (2); Other Gear hide armor, longspear, shortbow with 20 arrows, short sword, sack of dead rats, long stick, length of string.



Greenhide, leader of the Dark Bloods                                         
CR 9
XP 800
Male goblin druid 4
NE Small humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +2

DEFENSES
AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
hp 33 (4d8+12)
Fort +8, Ref +8, Will +9

OFFENSE
Speed 30 ft.
Melee flame blade +6/+1 touch (1d8+3 fire) or spear +6/+1 (1d6/×3)
Ranged produce flame +9/+4 (1d6+4 fire) or sling +6 (1d3–1)
Special Attacks wild shape 1/day
Spells Prepared (9th)
5th (1)-
4th (2)–
3rd (3)-
2nd (4)—animal messenger, flame blade, lesser restoration (already cast)
1st (4)—charm animal (DC 13), cure light wounds (2), entangle (DC 13)

STATISTICS
Str 10, Dex 16, Con 14, Int 11, Wis 15, Cha 12
Base Atk +6/+1; CMB +1; CMD 14
Skills Handle Animal +8, Knowledge (nature) +8, Survival +11
Languages Common, Druidic, Goblin
SQ nature bond (fire pelt animal companion named Redtooth), nature sense, resist nature's lure, trackless step, venom empathy, wild empathy +5, woodland stride, wild shape (3/day)
Combat Gear elixir of speak with animals (2), elixir of tree shape (2), potion of cure light wounds, wand of produce flame (34 charges); Other Gear +1 leather armor, spear, sling, cloak of resistance +1

Redtooth the Fire Pelt, Greenhide's familiar                               
CR -
Male fire pelt
N Medium animal
Init +5; Senses low-light vision, scent; Perception +5

DEFENSES
AC 22, touch 16, flat-footed 13 (+5 Dex, +1 dodge, +6 natural)
hp 52 (8d8+16)
Fort +8, Ref +11, Will +3
Defensive Abilities evasion

OFFENSE
Speed Speed 50 ft.
Melee bite +9 (1d6+4 plus trip), 2 claws +8 (1d3+4)

STATISTICS
Str 18, Dex 20, Con 15, Int 2, Wis 12, Cha 6
Base Atk +6; CMB +7; CMD 23 (27 vs. trip)
Feats Dodge, Skill Focus (Acrobatics)
Skills Acrobatics +12, Climb +8, Perception +5, Stealth +9
SQ link, share spells, sprint



Grunda, Shaman of the Dark Bloods                                          
XP 1,600
Female goblin cleric 3/rogue 3
NE Small humanoid (goblinoid)
Init +4; Senses darkvision 60 ft.; Perception +12

DEFENSE
AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size)
hp 39 (6d8+9)
Fort +6, Ref +9, Will +8
Defensive Abilities evasion, trap sense +1

OFFENSE
Speed 30 ft.
Melee 2 mwk kukris +8 (1d3/18-20)
Ranged light crossbow +9 (1d3/18-20)
Special Attacks channel negative energy (2d6, DC 9, 1/day), sneak attack +2d6
Domain Spell-Like Abilities (CL 3rd, +9 ranged touch); 6/day—copycat, vision of madness
Spells Prepared (CL 3rd)
2nd—hold person (DC 15), invisibilityD, sound burst (DC 15)
1st—cause fear (DC 14), cure light wounds, lesser confusionD (DC 14), obscuring mist
0—bleed (DC 13), guidance, resistance, stabilize

STATISTICS
Str 10, Dex 18, Con 13, Int 10, Wis 16, Cha 6
Base Atk +4; CMB +3; CMD 17
Skills Acrobatics +13, Bluff +7, Knowledge (religion) +9, Perception +12, Ride +7, Stealth +20
Languages Common, Goblin
SQ fast stealth, spontaneous casting (inflict spells), trapfinding +1
Combat Gear wand of cure moderate wounds (28 charges); Other Gear +1 chain shirt, masterwork kukris (2), light crossbow with 10 bolts poisoned with blue whinnis, cloak of resistance +1, onyx unholy symbol worth 40 gp.

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