Goblin, Forestkith (Barbarian) (CR 1)

Small Humanoid (Goblinoid)
Alignment: Usually chaotic evil
Initiative: +2 (Dex); Senses: darkvision 60 ft.
Languages: Goblin


AC: 17 (+1 size, +2 Dex, +1 natural, +3 hide armor), touch 13, flat-footed 15
Hit Dice: 1d12+2 (8 hp)
Fort +4, Ref +2, Will +1
Speed: 40 ft. (30 ft. in hide armor), climb 15 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple -1
Attack: Greataxe +5 melee or masterwork net +5 ranged
Full Attack: Greataxe +5 melee or masterwork net +5 ranged
Damage: Greataxe 1d10+3/x3, masterwork net (see text)
Special Attacks/Actions: Discordant frenzy, rage
Abilities: Str 15, Dex 15, Con 14, Int 8, Wis 12, Cha 8
Special Qualities: fast movement, light sensitivity, tree shape, 1st-level Barbarian
Feats: Weapon Focus (greataxe)
Skills: Climb +8, Hide +1, Jump +2, and Move Silently -1*
Advancement: By character class
Climate/Terrain: Temperate forests
Organization: Solitary or war party (1-3 plus 2-5 1st-level warriors)
Treasure: No coins, no goods, standard items plus masterwork net

Source: Monster Manual III

Combat

Discordant Frenzy (Ex): When melee ensues, forestkith goblins go into a frenzy, jumping about chaotically and screaming loudly. Creatures with 2 HD or fewer within 30 feet of at least three attacking forestkith goblins become shaken for 1d4 rounds unless they succeed on a DC 9 Will save. A creature that resists the effect cannot be affected by it for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.

Light Sensitivity (Ex): Forestkith goblins are dazzled in bright sunlight or within the radius of a daylight spell.

Tree Shape (Su): A forestkith goblin can change form into a small tree, shrub, or limb, equivalent to the tree shape spell as cast by a 12th-level druid. A forestkith goblin typically uses this ability at or near daybreak as a form of camouflage, due to its dislike for daylight.

A goblin cannot dismiss this effect, but it ends automatically at sunset or if the goblin takes damage.

Skills: Forestkith goblins have a +2 racial bonus on Jump checks. A forestkith goblin also has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. *A forestkith goblin gains a +4 racial bonus on Hide checks and Move Silently checks in forested areas, and it gains a +4 racial bonus on Craft (weaving) checks to create nets.

The best forestkith goblin hunters are barbarians. Despite their small size, these creatures are potent combatants, as tough as any dwarf or half-orc.

Rage (Ex): Once per day, this forestkith barbarian can enter a state of fierce rage that lasts 7 rounds. The following changes are in effect as long as he rages: AC 15 (touch 11, flat-footed 13); hp increase by 2; Atk +7 melee (1d10+5/x3, greataxe) or +4 ranged (special, masterwork net); Full Atk +7 melee (1d10+6/x3, greataxe) or +4 ranged (special, masterwork net); SV Fort +6, Will +3; Str 19, Con 18, Climb +10, Jump +4. At the end of his rage, the forestkith barbarian is fatigued for the remainder of the encounter.

Goblinoid Subtype

Goblinoids are stealthy humanoids who live by hunting and raiding and who all speak Goblin.