| 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. | |
| 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 |
| Saving Throws | Fort +7, Ref +8, Will +5 |
| HP | 18 |
| Speed | 25 feet |
| Melee | 1 action horsechopper +8 (reach 10 feet, trip, versatile P), Damage 1d8+3 slashing |
| Ranged | 1 action shortbow +8 (deadly 1d10, range increment 60 feet, reload 0), Damage 1d6 piercing |
| Special Abilities | Goblin Scuttle reaction Trigger A goblin ally ends a move action adjacent to the commando. Effect The goblin commando Steps. |