Goblin Commando (BB)
Creature 1 — goblin, humanoid
FlankerSniperLANDgoblinhumanoid
Most goblin communities teeter in a state of barely controlled disarray—a collective of creatures operating largely on gut instinct rarely follows any clear direction. Even goblin leaders tend to be impulsive, irresponsible, and generally just not that good at actually leading. In theory, goblin commandos lead goblin raids. In practice, goblin commandos rarely continue to lead their comrades once a battle has begun. Most shirk their responsibilities in favor of wading into the fray and claiming
Source: menace-under-otari-bestiary
Perception +5; darkvision
Skills acrobatics +6, athletics +6, intimidation +5, nature +5, stealth +6
Str
+3
Dex
+3
Con
+2
Int
-1
Wis
+0
Cha
+2
Items Greatsword, Shortbow, Leather Armor
AC 17
Fort +7
Ref +8
Will +5
HP 18
Speed 25 feet
Offense
Melee Greatsword (versatile-p) +8, Damage 1d12+3 slashing
Ranged Shortbow (deadly-d10) +8, range increment 60 feet, Damage 1d6 piercing
Abilities
Goblin Scuttle — If a goblin ally ends a move action adjacent to the goblin commando, the commando can use their reaction to Step.
WORKS WELL WITH
AnvilLANDA front-line anchor draws attention, letting this creature exploit Goblin Scuttle to Step into flanking position without provoking reactions.
CrasherLANDAn aggressive opener forces enemies to reposition, creating move actions that trigger flanking opportunities through adjacent ally movement.
WeaverLANDControl effects that restrict enemy movement magnify the value of reaction-based repositioning and flanking setup.
PUNISHES
✖ standing still
Works well with · Punishes · Pairing advice
Unlock with Tactics
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