Goblin, Snow (CR 1/2)
Small Humanoid (Goblinoid)
Alignment: Often neutral evil
Initiative: +1 (Dex); Senses: darkvision 60 ft. (1st lvl warrior), Listen +1, and Spot +2
AC: 16 (+1 size, +1 Dex, +1 natural, +2 leather armor, +1 light shield), touch 12, flat-footed 15
Hit Dice: 1d8+1 (5 hp)
Fort +3, Ref +1, Will -1
Speed: 30 ft., climb 20 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple -2
Attack: Morningstar +3 melee or javelin +3 ranged
Full Attack: Morningstar +3 melee or javelin +3 ranged
Damage: Morningstar 1d6+1, javelin 1d4+1
Special Attacks/Actions: -
Abilities: Str 13, Dex 13, Con 12, Int 8, Wis 9, Cha 6
Special Qualities: Booming voice, (1st lvl warrior)
Skills: Climb +8, Hide +5, Intimidate +2, Listen +1, Move Silently +4, and Spot +2
Advancement: By character class
Climate/Terrain: Cold hills
Organization: Gang (4-9), troupe (10-100 plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level), or tribe (30-300 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 2-5 dire wolves, and 1-4 ogres or 1 frost giant)
Snow goblins have a weak grasp of tactics but are quite fearless in their native hills. They often spring simple ambushes against invaders in their territory. These ambushes are sometimes preceded by the deliberate triggering of an avalanche in mountainous terrain. Snow goblins prefer to fight in groups, and both males and females are individually very brave, though they rarely fight in a coordinated way.
Usually, snow goblins are servants of greater powers, such as priests of winter deities, frost giants, or ogres. Under such leadership, their morale is quite high. Snow goblins love horseflesh and often rustle horses from human settlements at night.
Booming Voice (Ex): Snow goblins can be heard over great distances, and their powerful voices can be quite intimidating. Snow goblins gain a +4 racial bonus on Intimidate checks.
Skills: Snow goblins have a +4 racial bonus on Move Silently checks and a +8 racial bonus on Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened.
Goblinoids are stealthy humanoids who live by hunting and raiding and who all speak Goblin.