Goblin Rabble
Level 4Abilities
HP 60 (4 segments); Thresholds 40 (3 segments), 20 (2 segments)
1 to 3
The goblin rabble engage in as coordinated an attack as they can with their dogslicers, attacking each enemy in a 5-foot emanation (DC 18 reflex save). The damage depends on the number of actions. A creature who critically fails their save is also knocked Prone.
1 1d6 slashing damage
2 (2d6+4)[slashing|options:area-damage] damage
3 (2d6+7)[slashing|options:area-damage] damage
The goblin rabble hamstring and hobble as many enemies as possible. Each enemy in a 5-foot emanation must attempt a DC 18 reflex save.
Critical Success The creature is unaffected.
Success The creature takes a –5-foot circumstance penalty to their Speeds.
Failure The creature takes a –10-foot circumstance penalty to their Speeds and is Slowed 1.
Critical Failure The creature takes a –15-foot circumstance penalty to their Speeds and is slowed 1.
Effect: Hobble Pursuit
Quickly moving in with grasping hands, the goblin rabble take what they can. The goblin rabble Strides up to twice their Speed. During this movement, the goblins Interact to pick up an unattended object no larger than 2 Bulk or attempt to Steal an item from a creature they are adjacent to; the goblins can pick up or Steal as many objects as they have remaining segments in any combination.
Goblins lack the organization and discipline of their hobgoblin cousins but often more than make up for it with guile. Some goblin tribes like to terrorize trade routes under the cover of dusk. Focused on stripping valuables and escaping rather than finishing a fight, these groups of goblins excel at speed and identifying things of value to strip from their bewildered prey, using hit-and-run tactics since they tend to be outmatched more often than not.