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Goblin Commando

Goblin Commando Creature1

CE Small Goblin Humanoid

Senses Perception +5; darkvision

Languages Common, Goblin

Skills Acrobatics +6, Athletics +6, Intimidation +5, Nature +5, Stealth +6

Str +3, Dex +3, Con +2, Int -1, Wis +0, Cha +2

Items horsechopper, leather armor, shortbow (20 arrows)

AC 17; Fort +7, Ref +8, Will +5

HP 18

Goblin Scuttle [reaction] Trigger A goblin ally ends a move action adjacent to the goblin. Effect The goblin Steps.

Speed 25 feet

Melee [one-action] horsechopper +8 (reach 10 feet, trip, versatile P), Damage 1d8+3 slashing

Ranged [one-action] shortbow +8 (deadly 1d10, range increment 60 feet, reload 0), Damage 1d6 piercing


The theoretical leaders of goblin raids are called goblin commandos. In practice, goblin commandos rarely continue to lead their comrades once a battle has begun. Most shirk their responsibilities in favor of wading into the fray and claiming more glory from their tribe-mates.

Section 15: Copyright Notice

Pathfinder Bestiary (Second Edition) © 2019, Paizo Inc.; Authors: Alexander Augunas, Logan Bonner, Jason Bulmahn, John Compton, Paris Crenshaw, Adam Daigle, Eleanor Ferron, Leo Glass, Thurston Hillman, James Jacobs, Jason Keeley, Lyz Liddell, Ron Lundeen, Robert G. McCreary, Tim Nightengale, Stephen Radney-MacFarland, Alex Riggs, David N. Ross, Michael Sayre, Mark Seifter, Chris S. Sims, Jeffrey Swank, Jason Tondro, Tonya Woldridge, and Linda Zayas-Palmer.