TunchCreature 5
Source Pathfinder #200: Seven Dooms for Sandpoint
Perception +10 (darkvision)
Languages Common, Goblin
Skills Crafting +12, Deception +11, Nature +8, Religion +8, Stealth +11, Thievery +11
Str +0, Dex +4, Con +2, Int +3, Wis +1, Cha +2
AC 21; Fort +11; Reflex +13; Will +8; +1 status vs. poison
HP 75
Speed 25 feet
Resistances Poison 2
Dogslicer
+13 (+9, +5) to hit (agile, backstabber, finesse) 1d6+2 SlashingAlchemist's Fire (Moderate)
+14 (+9, +4) to hit 2d8 Fire + 3 Fire + 2 FireInfused Items
Tunch carries the following infused items, which last for 24 hours or until the next time he makes his daily preparations: Alchemist's Fire (Moderate) (8), Antidote (Lesser) (2), Elixir of Life (Lesser) (4), Glue Bomb (Moderate) (2)
+1 Status vs. PoisonGoblin Scuttle
Trigger A goblin ally ends a move action adjacent to the goblin.
Effect The goblin Steps.
Calculated SplashWhen Tunch throws a bomb with the splash trait, it deals splash damage equal to his Intelligence modifier.
Distracting Whistle
(arcane, auditory)Frequency once per round
Effect Tunch whistles in a way that causes the sound to manifest elsewhere, potentially distracting a foe. One target of Tunch's choice that he can see within 30 feet must attempt a DC 22 will save or become Off-Guard until the start of Tunch's next turn by the distracting whistling sound that seems to come from behind them. The target is then temporarily immune to Distracting Whistle for 1 hour.
Quick Bomber
Tunch Interacts to draw a bomb, then Strikes with it.
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
GoblinA creature with this trait is a small, frantic goblinoid. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.