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Gurlunk



Recall Knowledge - Humanoid (Society): DC 29
Unspecific Lore: DC 27
Specific Lore: DC 24

Elite | Normal | Weak
Proficiency without Level

GurlunkCreature 4

Legacy Content

Unique CE Small Goblin Humanoid 
Source Pathfinder #200: Seven Dooms for Sandpoint pg. 56
Male goblin ranger
Perception +11; darkvision
Languages Common, Goblin
Skills Acrobatics +10, Athletics +8, Intimidation +8, Nature +9, Stealth +10, Survival +9
Str +2, Dex +4, Con +2, Int +0, Wis +3, Cha +0
Items +1 composite shortbow (20 arrows), dogslicer, studded leather armor
AC 21; Fort +10, Ref +12, Will +11
HP 60
Goblin Scuttle [reaction] Trigger A goblin ally ends a move action adjacent to the warrior Effect Gurlunk Steps.
Speed 25 feet
Melee [one-action] dogslicer +12 [+8/+4] (agile, backstabber, finesse, goblin), Damage 1d6+2 slashingRanged [one-action] shortbow + 13 [+8/+3] (deadly d10, magical, propulsive, range increment 60 feet), Damage 1d6+2 piercingDisorienting Shot [one-action] Frequency once per round; Effect Gurlunk makes two Strikes against his hunted prey (see below) with his shortbow. If both hit the same creature, the creature succeed at a DC 21 Will save or become flat- footed until the start of their next turn (or the start of Gurlunk's next turn on a critical failure).Hunt Prey [one-action] (concentrate) Gurlunk designates a single creature he can see or hear, and gains a +2 circumstance bonus to Perception checks to Seek and Track that prey. He can only have one creature so designated at a time, and if he selects a new hunted prey, the previous designation ends.Hunter's Edge Gurlunk deals an additional 1d8 precision damage the first time he hits his hunted prey in a round.Whistling Threat [two-actions] (enchantment, emotion, fear mental, primal) Frequency once per day; Effect Gurlunk whistles sharply at a Medium or larger animal or beast he can see within 30 feet, using his voice to dull the creature's wits and cause it to lower its defenses. The target must attempt a DC 21 Will save.
Critical Success The target is unaffected.
Success The target is frightened 1.
Failure The target is frightened 2.
Critical Failure The target is frightened 3 and slowed 1 for 1 round as it shakes in fear.