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Grunka

Creature -1 — goblin, humanoid

Pre-Remaster content. May include legacy alignment.

SniperLANDgoblinhumanoidfire

The frontline fighters of goblin tribes prefer to fight in large groups-especially when they can outnumber their foes at least three to one. These small humanoids have green or gray skin and large heads with wide ears. While some goblins are civilized and have worked hard to be considered upstanding members of humanoid communities, most are impetuous and vicious creatures who delight in wreaking havoc. These goblins think nothing of slaughtering livestock, stealing infants, or burning down a bu

Source: agents-of-edgewatch-bestiary (Pre-Remaster)

Perception +2; darkvision
Languages goblin
Skills acrobatics +5, athletics +2, nature +1, stealth +5
Str
+0
Dex
+3
Con
+1
Int
+0
Wis
-1
Cha
+1
Items Club, Alchemist's Fire (Lesser) (2), Leather Armor
AC 16 Fort +5 Ref +7 Will +3
HP 6
Speed 25 feet

Offense

Ranged Club (thrown-10) +8, Damage 1d6 bludgeoning
Ranged Lesser Alchemist's Fire (alchemical, bomb, consumable, fire, splash, thrown-20) +8, Damage 1d8 fire plus 1 fire plus 1 fire

Abilities

Goblin Scuttle

WORKS WELL WITH

AnvilLANDA durable frontliner keeps enemies busy in melee so this fragile bomber can keep throwing from a safe range.
CrasherLANDAn aggressive melee attacker draws attention forward, leaving this ranged skirmisher free to plink from the back.
FlankerLANDA mobile skirmisher forces enemies out of formation, giving this thrower cleaner angles at exposed targets.

PUNISHES

✖ clumping✖ melee reliance✖ low Reflex
Avoid stacking with another fragile ranged skirmisher; a single focused Strike can remove either from the fight.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #157: Devil at the Dreaming Palace.

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