Bigchief Grobznak

After me spending a few weeks doing worldbuilding for Starfinder, my players decided they’d rather have someone else run Pathfinder. So, here’s one of the NPCs I’d created for them to encounter. Mostly, I think the rocket fist is cool and others might enjoy it. Besides, at this stage of the game, there really aren’t enough monsters and NPCs, so anything should be useful to someone.

(Some apologies for the formatting. I cut & pasted this from a Word document where I’d spent a lot of time getting a “stat block” format to look good w/styles and all. Naturally, this doesn’t come across in HTML. But it should still be legible.)

Goblin Bigchief Grobznak CR 4

XP 1200

CE Medium humanoid (goblin)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +10
HP 50         
EAC 16; KAC 18
Fort +6; Ref +6; Will +5;

Speed 35 ft.
Melee carbon steel curved dogslicer +8 (1d10+4 S ; critical bleed 1d6) or goblin nut-twister (large wrench) +8 (1d4+4 B)
Ranged unstable zero pistol +12 (1d6+4 C; staggered)
Offensive Abilities: Rocket Fist

Str +3; Dex +5 Con +1; Int +0; Wis +0; Cha +0
Skills Acrobatics +15, Engineering +15, Stealth +15, Survival +10
Languages Common, Goblin
Other Abilities Tinker (Ex)
Gear Ceremonial Plate, carbon steel dogslicer, unstable zero pistol


Environment Station 12, currently overrun by demonic zombies. But you can stick him anywhere.

Organization Usually accompanied by a few guards, number and CR depending on how hard you want the encounter to be. It’s also possible to use him as a guard/henchman of a higher CR creature, goblin or not.


Rocket Fist (Ex) Grobznak has a cybernetic arm which represents a high point in goblin technology. As a standard action, he can launch a rocket fist that will zip from target to target, as long as no two targets are more than 15′ apart or further than 45′ away. Each target is attacked at +12, takes 1d6+4 bashing damage if hit, and must make a DC 13 Reflex save or fall prone. Grobznak can do this only once every 1d4 rounds, and there’s another catch… on return, roll 1d6:

1-3: Hand reattaches normally. Phew.
4: Hand smacks Grobznak in the noggin, with the same effect as above. It then reattaches normally.
5: Hand sputters out and falls in a random square adjacent to Grobznak. Grobznak must take a move action (which provokes) in that square to re-attach it.
6: Hand reattaches, but the moter is burned out and cannot be used again as a special attack.

Note that if the hand fails to reattach, Grobznak can’t use his dogslicer, as it’s a two-handed weapon. Under such circumstances, if forced into melee, he will use the goblin nut-twister.

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