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Space Goblin Monark

Space Goblin Monark CR 20

XP 307,200
Space goblin technomancer
NE Large humanoid (goblinoid)
Init +9; Senses darkvision 60 ft.; Perception +34
Aura unnatural aura (30 ft.)


HP 395 RP 7
EAC 34; KAC 35
Fort +17; Ref +17; Will +22; +4 vs. enchantments
Defensive Abilities natural invisibility; DR 10/magic; Immunities fire; Resistances sonic 20; SR 31
Weaknesses light sensitivity


Speed 35 ft., climb 20 ft., swim 30 ft.; earth glide
Melee quantum dogslicer +28 (13d6+22 S)
Multiattack quantum dogslicer +24 (13d6+22 S), bite +24 (9d6+22 P)
Ranged junklaser bazooka +3 (4d12+20 F; critical burn 1d8)
Space 10 ft.; Reach 10 ft. (15 ft. with bite)
Offensive Abilities breath weapon (80-ft. line, 5d8 A, Reflex DC 27 half, usable every 1d4 rounds)
Spell-Like Abilities (CL 20th)

At will—charm person (DC 24)

Technomancer Spells Known (CL 20th)

6th (7/day)—chain surge (DC 29), disintegrate (DC 29), flight, interplanetary teleport, true seeing
5th (7/day)—control machines (DC 28), heat leech (DC 28), synapse overload (DC 28), telekinesis, wall of force
4th (7/day)—corrosive haze (DC 27), dimension door, overload systems (DC 27), rewire flesh (DC 27), soothing protocol, wall of fire


Str +2; Dex +9; Con +2; Int +12; Wis +2; Cha +6
Skills Computers +39, Engineering +34, Stealth +39
Feats Cleave, Mobility
Languages Common, Goblin
Other Abilities water breathing
Gear nanotube carbon skin, junklaser bazooka, quantum dogslicer, Spell cache, 1,000 credits


Breath Weapon (Su) A space goblin monark can exhale a line of caustic acid as a standard action.


Environment any
Organization solitary or cult (1 plus 20–30 space goblins of CR 3–4)