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Goblin Get Gang

Creature 5 — goblin, humanoid, troop

There is little more terrifying than a goblin raiding party out to take from its neighbors. A swarming mix of commandos, pyros, and war chanters armed with dogslicers, horsechoppers, burning torches, and sharp teeth, this troop enjoys pillaging unprepared communities. Their song is an unsettling counterpart to the screams of their victims. Goblins can be found across Golarion, sometimes threatening taller humanoids (whom they refer to as "longshanks") and sometimes redeeming harmful history by w

Source: pathfinder-npc-core

Perception +12
Skills athletics +12, intimidation +13, performance +13, stealth +10
Str
+3
Dex
+2
Con
+3
Int
+0
Wis
-1
Cha
+4
AC 21 Fort +13 Ref +14 Will +9
HP 90
Weaknesses area-damage 5, splash-damage 5
Speed 25 feet

Abilities

Goblins Chant and Goblins Sing! (auditory, aura) — 30 feet. The goblin get gang's disharmonious chorus of disturbing lyrics makes it difficult to concentrate. Any creature performing a concentrate action in the area must succeed at a DC 19 Will save or the action is lost. On a critical success, the creature is temporarily immune for 1 minute.
Troop Defenses — Thresholds 60 (3 segments), 30 (2 segments) Troop Defenses
Troop Movement — Whenever a troop moves, you move one of its segments and the other segments follow behind it. At the end of the movement, you can group the other segments adjacent to the one you moved as you see fit, provided none of them moves farther than the moving segment. If you choose not to move the troop any distance, you can instead reshape the position of all the segments as long as one stays in place.
Goblins Bound and Goblins Swing! — Goblins have difficulty staying in formation, especially during combat. The goblin get gang can take a move action only if it has used at least one action to Goblins Slash and Goblins Scar! this turn or if there are no conscious enemies adjacent to it.
Goblins Burn and Goblins Char! — The troop's members throw a barrage of burning torches. Each creature in a 10-foot type:burst within 30 feet of the troop takes 2d8 fire damage with a DC 20 Reflex save. When the troop is reduced to 2 or fewer segments, this area decreases to a 5-foot type:burst.
Goblins Slash and Goblins Scar! — 1 to 3 Frequency once per round Effect The goblin get gang uses dogslicers, horsechoppers, and burning torches to attack each enemy in a 5-foot type:emanation, with a DC 20 Reflex save. The damage depends on the number of actions. 1 1d6 slashing plus 1d6 fire damage 2 1d6+6 slashing plus 1d6 fire damage 3 1d6+9 slashing plus 1d6 fire damage

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