Goblin, Arnach
Challenge Rating: 1/2
Size: Small
Type: Goblinoid
Initiative: +3
Defense
Hit Points: 6 (1d10 + 1)
Armor Class: 16, touch 13, flat footed 13 (+2 armor, +3 dex, +1 size)
Saves: Fort +3 Ref +3 Will -1
Offense
Speed: 30’, climb 30’
Base Attack: +1
Melee: Carapace blade +2 (1d4 + 2)
Ranged: Short bow +4 (1d6)
Special Attacks: Poison Use, Spider Sac Arrows
Statistics
Abilities: STR 12, DEX 16, CON 13, INT 10, WIS 9, CHA 6
Skills: +2 Acrobatics, +1 Athletics, +3 Awareness, Endurance, 0 Knowledge, +1 Persuasion, 0 Spellcraft, +1 Survival, +4 Thievery
Talents: One point or recommended: Agile
Special Qualities: Expert climber
Ecology
Environment: Forest, underground
Organization: Solitary, pair, hunting party, or clan (3–12)
Treasure: Standard
Special Abilities
Expert Climber
An arnach goblin can climb and swing through the treetops with a skill that appears supernatural or even impossible. In effect, an arnach goblin is treated as if it is under a perpetual non-magical version of the spell Spider Climb in regards to vegetation, rock walls, or cliff faces. This ability gives a +4 bonus to Acrobatics and Athletics checks dealing with any climb related skill checks.
Poison Use
Arnach goblins are skilled in the use of poison and never risk accidentally poisoning themselves. They favor the poison of the death’s eye spider. This poison can be applied to both the arrows and swords of the goblins. Spider Poison—injury; save Fort DC 12; frequency 1/round for 2 rounds; effect 1d2 STR damage, cure 1 save.
Spider Sac Arrows
Goblins can use special arrows that replace the standard arrowhead with a large spider sac. Upon a successful ranged attack, these arrows deal 1 point of damage and unleash a swarm of spiderlings upon the target. Brushing off the spiders requires a standard action to completely remove the spiderlings and sac. Doing so disperses the swarm.
If a player attempts to perform an action prior to wiping off the spiders, the following penalties are suffered: Spellcasting or concentrating on spells while covered in spiders require a Spellcraft check (DC 12 + mana cost). Using a skill that involves patience and concentration, or attempting an attack, requires a DC 12 Will save. The spider swarm deals an automatic 1 point of damage to any creature whose space it occupies at the end of their move, with no attack roll needed.