Goblin, Dekanter (CR 1)
AC: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Hit Dice: 2d8+4 (13 hp)
Fort +2, Ref +4, Will +1
Speed: 20 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple +5
Attack: Gore +4 melee; or 2 claws +4 melee
Full Attack: Gore +4 melee; or 2 claws +4 melee
Damage: Gore 1d6+3; or claw 1d4+1
Special Attacks/Actions: Fast healing 3, cold resistance 5
Abilities: Str 17, Dex 12, Con 14, Int 12, Wis 13, Cha 9
Feats: Power Attack
Skills: Climb +6, Intimidate +2, Jump +0, Listen +4, and Spot +4
Advancement: 3-6 HD (Medium-size)
Climate/Terrain: Cold and temperate mountains and underground
Organization: Squad (3-14) or troop (21-40 plus 1-2 gargoyles)
Fast Healing (Ex): A Dekanter goblin heals 3 points of damage each round so long as it has at least 1 hit point. Dekanter goblins cannot regrow or reattach lost body parts.
Dekanter goblins attack fearlessly at the command of their creator, to defend their lairs, or because they don't like someone's face. They prefer to charge into combat, maximizing the gore damage dealt by their horns, and use bull rushes to push opponents into tight spots. Their horns deal x3 damage on a critical hit.
Goblinoids are stealthy humanoids who live by hunting and raiding and who all speak Goblin.