Goblin-a-day

Book of Vile Darkness

Since I have recently obtained the Book of Vile Darkness, I think I will try revising some of my past goblins to include material from that book, which will most likely mean using some of the vile Feats and spells.

I will also likely post goblins of up to level 5, since it seems that all of the workable ideas for level 3 goblins and less have been used in one form or another (this based soley off of the fact that the last post on this thread was made by me a few MONTHS ago...

END COMMUNICATION
 

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First new goblin in a long time...

This is a beefed up version of my Infernal goblin, using 2 feats from the Book of Vile Darkness.

Vile Infernal Goblin (Infernal)
Warrior L3; small humanoid outsider; AL LE

HD 3d8; hp 12;
Init +1; Spd 30 ft; AC 15;
Atk +3 melee or +3 ranged;
SQ: Darkvision 60 ft;
SA: Smite Good; Cold / Fire resistance 5;
SV Fort +3, Ref +2, Will +1;

Str 10, Dex 13, Con 11, Int 10, Wis 11, Cha 8.

Skills:
Bluff +5, Climb +5, Disable Device +5, Hide +5 (+4*), Intimidate +5(+2), Listen +5, Move Silently +5 (+4*), Open Lock +5, Pick Pocket +4, Search +5, Spot +5.
(* Goblin racial bonuses: +4 for Move Silently and Hide.)

Feats:
#Willing Deformity (+2 intimidate), #Deformity [Clawed Hands] (1d6 Unarmed damage)
[Feats with # symbol are from the Book of Vile Darkness)

Languages: Goblin, Infernal

Armor:
Studded Leather, +3, check penalty -1, speed 30ft, 10 lbs.

Weapons:
Clawed Hands: Atk +3 melee, Dmg 1d6, Crit x2
Heavy Mace: Atk +3 melee, Dmg 1d8, Crit x3

Goblin Virtues:
Viciousness: Eating the dead may make a war pay for its self, but eating the still living transforms war into a form of entertainment

Other:
This goblin can be 'bolstered' by a goblin priest of Maglubiyet as though they were undead.

Behind The Curtain:
This is a non-typical example of what happens to goblins when they die. Typical infernal goblins are drafted into Maglubieyt's petty battles on Acheron. The Vile Infernal goblins volunteered. High ranking goblin clerics have been known to summon them. In order to show their dedication to causing pain in others, they have taken some of the random bits of sharp metal and driven them into their fingers, making their fingers clawed.

As with the earlier infernal goblin, this one can also be bolstered by a shaman.

Tactics:
In combat, Clawed goblins will occasionally drop their weapon, and disarm the opponent bare handed. This will not provoke an AoO since the claws make them 'always armed'. It also give the goblin their opponents weapon.

END COMMUNICATION
 

A nasty priest

Kragmox, Goblin Rogue 3, Cleric 2;
small humanoid; AL NE

HD 3d6+2d8-5; hp 23;
Init +4; Spd 30 ft; AC 17;
Atk +3 melee or +7 ranged;
SQ: Darkvision 60 ft;
SV Fort +3, Ref +7, Will +7;

Str 11, Dex 18, Con 8, Int 11, Wis 16, Cha 16;

Skills: (46 Rogue, 4 Cleric)
Bluff 6+3, Climb 6, Hide 6+4+*4, Intimidate 6+3, Knowledge(Religion) 4, Listen 6+3, Move Silently 6+4+#4, Spot 6+3, Use Magic Device 6+3;

* Goblin racial bonuses: +4 for Move Silently
# Size bonuses: +4 to Hide

Feats:
Combat Casting, Combat Reflexes;

Languages: Goblin

Armor & Equp:
Studded Leather, +3, check penalty -1, speed 30ft, 10 lbs.
4 Cure light wounds potions.

Weapons:
Light Mace, 1d6, Crit x2
Short Bow, 1d6, Crit x3, Range 60ft

Class Features:
Sneak Attack +2d6
Evasion
Uncanny Dodge
Destruction Domain: Smite once per day, +4 to hit, +Cleric Level to damage.
Trickery Domain: Hide and Move Silently are class skills.

Cleric Spells: 4, 3+1
0: @Slash Tounge, Guidance, Resistance, Virtue;
1: @Heart Ache x2, Cause Light Wounds, Summon Monster 1 (Infernal Goblin);

Spells with @ symbol are from the book of Vile Darkness.

Goblin Virtues: Promiscuity: Not only is it a fun way to pass the time, but it also propigates the species, and creates new lives which you can twist, neglect, abuse, and end at your leisure.

Behind The Curtain:
Kragmox is a high preist and cheiftan of his tribe. He rose to this holy position in a very unusual way. First, he gained alot of wives. He did this through an unusual amount of charm, and by killing nearly all of the competing males in his tribe. In Kragmox's tribe, all the women are his concubines, especially the slaves. He has gained an unusual amount of favor from the gods by providing them with a steady stream of sacrifices. In many cases, the sacrifices are of his own male offspring. This in turn has led to many of the goblin offspring being 'blessed' by Maglubyet, and being born as "Infernal".

Tactics:
In melee, Kragmox has been known to cast Heart Ache, and then have one of the other warriors, or himself if possible, perform a Coup de Grace while the victim is helpless. More often, Kragmox will stay back, and snipe with his short bow.

END COMMUNICATION
 

Saaglat, the Elf Hater

Saaglat
Ranger 2, Druid 3; AL NE
HD 2d10+3d8-5; hp 23;
Init +2; Spd 30 ft; AC 17 (Armor +3,+1 Sheild, +1 Size, +2 Dex);
Bab +4; Atk +5 melee or +6 ranged;
SQ: Darkvision 60 ft;
SV Fort +5, Ref +3, Will +6;

Str 13,
Dex 14,
Con 8,
Int 10,
Wis 16,
Cha 12.

Skills: (12 Druid, 8 Ranger)
Animal Empathy 7, Hide 5 #(+4), Listen 7, Move Silently 5 *(+4), Spot 7, Wilderness Lore 9;

* Goblin Racial bonus for Move Silently
# Small Size bonus for Hide

Feats:
Combat Reflexes, Ranger Pseudo Feats;

Favored Enemy: Dwarves

Languages:
Orc, Goblin

Armor: Hide Armor with Armor Spikes (made from porcupines), Small Shield;

Weapons:
Dagger +5 Melee, +6 Ranged, 1d4, Threat 19, Crit x2
Half spear +5 Melee, 1d6+2, Crit x3 //used 2 handed for close fighting
Javelins(8) +5 Melee, +6 Ranged, 1d6+1, Threat 19, Crit x2

Class Features:
Ranger: Track, Favored Enemy (Elves);
Druid: Nature Sense, Animal Companion, Woodland Stride, Trackless Step;

Druid Spells: 4, 3, 2
0: Guidance, Flare, Cure Minor Woundsx2;
1: Entangle x2, Magic Fang;
2: @Circle of Nausea, Summon Swarm

Spells with @ symbol are from the book of Vile Darkness

Possessions:
Elf Skull Totem, Sack of dead animals and animal parts (Lunch), Crude Hide Armor, Sharp Knife.

Goblin Virtues:
Practical Morality: Realizing that morality is impractical, it is not practiced.

Flavor:
Saaglat hates elves, and hates the forests they live in. Forests with elves are pleasant, well tended, and generally pleasant places to be. A Forest should be a cruel and harsh environment, which is better for keeping competing humanoids (Orcs, Hobgoblins, Ogres) away from the Goblins. Saaglat's tribe retreated to the forest after it became clear that the Ogres wanted them out of the Mountains and that Humans wanted them to stay out of the praries. However, the Elves dont want the goblins to live in the forest either. But Saaglat knew of the savagry of the beasts, and decided to turn the forest against the many enemies of the goblins. This was made easy by the circle of ancient stones that the Elves had long preserved. The Goblins were feeling particularly angry with the elves, and shattered the stones. This released some elder forest spirits that had been long imprisoned by the elves. These malevolent spirits allied with the goblins, and chose Saaglat as their prophet. The original goblin shamans had protested, saying that Maglubiyet would not approve. Saaglat did not care what Maglubiyet thought, and sacrificed the shamans to the spirits. Those goblins became Bestial Goblins in service to the tribe. Saaglat, being the only druid among the Goblins, quickly rose to a position of power within the tribe.

Tactics:
Saaglat can direct his tribes bestial goblins in combat, but has enough sense to let them do their own thing. When attacking travelers in the forest, he will disable his opponents with Entangle and Circle of Nausea spells, and use throwing weapons to finish them off. His spiked porcupine armor is a defensive measure against bestial goblins that decide to try and kill him.

END COMMUNICATION
 

A Monsterous Goblin

Beastial Goblin
Small Degenerate Goblin; AL NE

HD 2d8+6; hp 18;
Init +0; Spd 40 ft; AC 17 (+6 Natural, +1 Small);
Atk +3 melee or +3 ranged;
SQ: Darkvision 60 ft;
SV Fort +6, Ref +3, Will +2;
Challenge Rating: 3

Str 15, Dex 10, Con 17, Int 2, Wis 15, Cha 4.

Skills:
Climb +4, Hide +4(+4*), Jump +4, Listen +8, Move Silently +4 (+4*), Spot +8;
(* Goblin racial bonuses: +4 for Move Silently and Hide.)

Feats:
Alertness

Special Abilities: Improved Grab, Treated as Medium sized for grappling purposes. Bestial goblins that score a single claw hit may elect to grapple their opponents and forego the remainder of their attacks. They automatically score a SINGLE claw attack per successful grapple check.

Special Qualities: Goblins get a +4 Racial bonus when using Animal Empathy on Bestial Goblins.

Attacks:
Claws (x2): Atk +5, Dmg 1d4, Crit x2
Bite: Atk +2, Dmg 1d6+2, Crit x3

Goblin Virtues:
Hunger: If it moves, maybe it can be eaten. Especially if it can scream.

Description:
Bestial Goblins are covered in coarse black fur, with elongated jaws and clawed hands. They have very short necks, and a slightly hunched back. They typically run on all fours.

When a Bestial goblin dies, the spirit that corrupted the goblin departs. It can be called back to corrupt a new goblin in a special ceremony involving ritual cannibalisim, the lucky goblin chosen is forced to eat the dead beastial goblin.

Flavor Text:
Bestial goblins are the result of what happens when goblins turn to nature instead of Maglubiyet. The Druids perform various dark rites to gain the attention of the most primitive and foul preadatory spirits of the forests. The result is a very destructive and un-natural predator which behaves very much like a goblin would.

Tactics:
Beastial Goblins are pack hunters, and will typically go for the seemingly weakest opponent. They will grapple and then pin their opponents. Once an opponent is pinned, they can still use their bite attacks at +4 to hit. They are also known to wait in ambush, staying silent and hidden until they can all charge the favored target. Bestial goblins do not hesitate to join a grapple, and as many as 4 can join in on a Small opponent, or 8 on a large opponent (See page 137 and 138, PHB).

END COMMUNICATION
 

Here's another goblin I've created to play in a soon-to-be-started PbP...

Grashnyu Vix

Male Goblin Rog1/Ftr1: HD 1d6+1d10+4; hp 18; Init +4 (+4 Dex); Spd 30ft; AC 18 (+4 Dex, +3 Armor, +1 Size); Reach 5ft, Melee lonsword, +3 (1d8+1/crit 19-20/x2); Ranged masterwork mighty (+1) composite shortbow, +7 (1d6+1/crit 20/x3, range 70'); SA Sneak Attack +1d6; SQ Darkvision 60'; AL N; SV Fort +4, Ref +6, Will +2; Str 13, Dex 19, Con 14, Int 14, Wis 14, Cha 7.

Skills (total/ranks): Balance (8/4), Climb (6/5), Hide (12/4), Jump (6/5), Listen (6/4), Move Silently (12/4), Ride (5/1), Search (6/4), Spot (6/4), Swim (including gear) (-1/5), Tumble (8/4).

Feats: Point Blank Shot, Precise Shot.

Languages: Common, Goblin, Draconic, Dwarven.

Class Features:

Profecient in all Simple, Martial and Rogue Weapons, as well as all Armor and Shields.
+1d6 Sneak Attack Damage.

Possessions (worn): masterwork studded leather armor, longsword, masterwork mighty (+1) composite shortbow, daggers (2), arrows (50), backpack, explorer's outfit.

Possessions (in backpack): flint and steel, potion of cure light wounds (3), potion of spiderclimb, sack, waterskin, whetstone, trail rations (5 days), small bedroll, 42 GP, 7 SP, 8 CP.

Total gear weight: 36.25 lbs.
Capacity: 37 lbs./74 lbs./112 lbs.

Description: 3'1", 35 lbs. Age 16. Black hair, red eyes, orange skin.

History: Though Grashnyu liked skulking about just as much as the next goblin, he wanted some action at the end of his skulking... not just more skulking. Bored with the ambushes his tribe would constantly set, he travelled to the big city where he hoped to hire himself out as a scout - or at least find a way to get into some excitement in the city.
 

This thread will not die

No!!! I will not let this thread die!! Arise from the grave, o' foul thread that should not be!!!

<Ahem>. Here's some of Lord Zardoz's gobllins from the old thread.

Chaikeggok
Druid 2, Sorcerer 2; AL CN
HD 2d8 + 2d4 + 8; hp 26;
Init +4; Spd 30 ft; AC 10;
Atk +2 melee or +2 ranged;
SQ: Darkvision 60 ft;
SV Fort +7, Ref +0, Will +7; //+2 to fort save for Rat Familiar
Str 10,
Dex 10,
Con 14,
Int 12,
Wis 12,
Cha 18;
Skills: (Druid 25, Sorcerer 6)
Animal Empathy 5,
Concentration 7+2,
Hide 0 [+4],
Listen 3.5 +1,
Spot 3.5 +1,
Wilderness Lore(Forest) 5;
(* [ ] Goblin racial bonuses)
Druid Spells 4 / 3;
0: Cause Minor Wounds, Guidance, Virtue, Detect Poison;
1: Summon Natures Ally x2, Entangle;
Sorcerer Spells per Day: 6 / 5
Sorcerer Spells Known: 5 / 2;
0: Daze, Ghost Sound, Detect Magic, Read Magic, Flare;
1: Sleep, Summon Monster 1;
Feats:
Brew Potion, Silent Spell;
Languages:
Goblin, Orc;
Armor: None;
Weapons:
Club +2 Melee, +2 Ranged, 1d6, Crit x2, 10 Ft Range Inc.
Familiar:
Rat
Tiny Magical Beast
HD 2 (13 hp)
Init +2 (Dex)
Speed 15 ft., climb 15 ft.
AC 24 (+2 size, +2 Dex)
Atk Bite +4 melee
Dmg Bite (1d3-4)
Face/Reach 2.5 ft. by 2.5 ft. /0ft.
SQ grant +2 Fortitude Save
Fort +2, Ref +4, Will +1
Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2
Skills Balance +10, Climb +12, Hide +18, Move Silently +10
Feats Weapon Finesse (bite)
Animal Companions:
Rats (16)
Tiny Animals
HD 1/4 D8 (1 hp)
Init +2 (Dex)
Speed 15 ft., climb 15 ft.
AC 24 (+2 size, +2 Dex)
Atk Claws +4 melee
Dmg Bite (1d3-4)
Face/Reach 2.5 ft. by 2.5 ft. /0ft.
SQ grant +2 Fortitude Save
Fort +2, Ref +4, Will +1
Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2
Skills Balance +10, Climb +12, Hide +18, Move Silently +10
Feats Weapon Finesse (bite)
Possessions:
A Club, a ragged Rat hide cloth that is almost like clothing.
Goblin Virtues:
Mob Mentality: Fitting in with your peers helps. There is strength in Numbers, and your friends make good Meat Sheilds.
Behind the Curtain: I have no problem with letting spell casting levels stack, but it can be a 'defered' feat, and remain inactive until he advances either of his spellcasting classes. And though it is not on the Druid lists, I am allowing the Cause Wounds spells because not only do I think they should be there, but I do not see any reason for a Druid not ot have those spells. After all, Druids to get Harm. As he advances, his next logical feat is Leadership.
Flavor:
Chaikeggok was alone, hungry, and unloved. The last two are common for goblins, but the first one was unusual. So he wandered around, staggering weakly along, not quite sure of where he was. And then he had a vision. Or he passed out, which amounts to the same thing. He awoke to notice a rat chewing on his foot. Actually, there were 6 or more of them. He shook them off, and staggered away, but realized something. Rats are also unloved, but they are never alone, and they are never really hungry, or never seem that way. He learned from them, and they followed him. His forced fasting also allowed him to connect to the dark heritage of the goblin race in a new way, and he gained an equal measure of Arcane powers. He found other goblins, and got them to follow him, by promising to end their hunger. And so it began.
Chaikeggok has used his influence to get nearly all the Rats in the area to to go out in large swarms, and destroy many crops. He is forcing many to starve, as he once starved. And he has began attracting other goblin followers, but scarecly notice him.
Tactics:
Chaikeggok will use spells like Sleep and Entangle to disable his opponents, and then let his Rats eat them alive when possible. If this is not possible, he will flee. He also uses his Animal Empathy skill to convince other rats to join (not as animal companions). He will use Summon Monster 1 to summon Fiendish Dire Rats. His rats also cause Flanking attacks for the goblin followers.
END COMMUNICATION

Varkak
Rogue 2; AL NE
HD 2d6 + 6; hp 16;
Init +2; Spd 30 ft; AC 15;
Atk +3 melee or +4 ranged;
SQ: Darkvision 60 ft;
SV Fort +1, Ref +5, Will +1;
Str 12,
Dex 15,
Con 17,
Int 12,
Wis 12,
Cha 8;
Skills: (Rogue 45)
Balance 5 +2,
Climb 5+1,
Disable Device5 +1,
Hide 5 +2 [+4],
Jump 5 +1,
Listen 5 +1,
Move Silently 5 +1,
Spot 5 +1,
Wilderness Lore(Forest) 2.5 -1;
(* [ ] Goblin racial bonuses)
Feats:
Dodge, Run;
Languages:
Goblin, Orc;
Armor: None;
Weapons:
Halfspear: Atk +2 melee, +4 thrown, Dmg 1d6+1, crit x3, range 20ft
Sling: Atk +4 ranged, Dmg 1d4, crit x2, range 50f
Shortbow: Atk +4 ranged, Dmg 1d6, crit x2, range 60f
Possessions:
Halfspear, steel tipped, 20 arrows, 20 arrows with Hobgoblin fletchings, 5 daggers. 3 Hobgoblins heads (trophies), 30 silver. Leather Armor
Goblin Virtues:
Methodical: What goblins lack in skill, inteligence, and strength, they make up for with their attention to detail. If a goblin is going to hurt you, it is not going to go half way. You will spend days slowly dying under their attentions when it suits them. That, or some particular goblin is too stupid to know how to do it quickly. In any event, the reputation is well earned, if for the wrong reasons.
Flavor:
Varkak has exactly one job that he performs for his Tribe. Extract a bloody vengeance upon the Shattered Tooth Hobgoblin Clan for seizing their mountain Lair. Until that day, his tribe had no contact with the Shattered Tooth Clan. No one in the area had even heard of them. But the Underdark is a very large place. While the Bloodfist Goblins had more then adequatly held their caves from surface incursions from the neigboring Elves, they had negelcted the under tunnels. The Shattered Tooth Clan enslaved much of the Bloodfist Tribe, and drove the rest out to the surface. And right into the waiting spears and arrows of the Elves, who of course have long memories. The remnants of the Bloodfist tribe have since become very good at remaining unseen. And very angry with the Hobgoblins. Varkak is currently consumed by his vengeance. He will frequently leave detailed maps on hobgoblin bodies, sell them to less scrupulous humans, or otherwise plant them in hopes of tricking adventurers into solving the Bloodfist's problem for them.
Tactics:
Varkak will approach a known guardpost with some other goblins, open fire, and run. He will do this as often as it takes to lure a Hobgoblin out into the woods. Once out in the open, Varkak and the other goblins will do their best to separate them. However, this tactic often does not work, though, simply because the Hobgoblins grasp of tactics is very sound. They almost never get separated. Another tactic is to follow adventureres who are approaching the Shattered Tooth Clan's holdings, and offer 'covert support'. He will disarm Hoblgoblin Traps along the adventureres path, and offer support with his Bow and arrow. He will also clean up after the fights, and make sure that no Hobgoblin that flees gets to report back.
Edit: Changed from "Hobgoblin" to Orc in Languages. I could have allowed for Human, Dwarven, or Elf, but I think being able to speak the languages of other humanoids is more useful in most circumstances to a Goblin.
END COMMUNICATION
 

Twin Sword's goblin

Here's Twinsword's goblin


This is my attempt at goblin and i hope it will explain why goblins have a plus 4 on move silently.

Mother Matron

Goblin Rogue L3, small humanoid, AL LN

HD 3d6; hp 11
Init +0; speed 10ft; AC 13
Atk +5 melee or +2 ranged;
SQ; dark vision 60 ft;
SV; fort –1, ref +3, Will +3;

Str 16
Dex 10
Con 7
Int 12
Wis 14
Cha 16

Skills: (54 rogue)
Craft cooking 6 +1
Diplomacy 5 +3
Gather information 5 +3
Heal 3 +2
Hide 2 [+4]
Intimidate 6 +3
Listen 6 +2 (+2)
Move silently 6 [+4]
Perform (storytelling) 6 +3
Sense motive 6 +2
Spot +3 (+2)

(* [] Goblin racial bonuses, () feat bonus)

Feats:
Alertness, exotic weapon proficiency (2hd baking pan), unarmed strike

Rogue abilities:
Sneak attack +2d6
Evasion
Uncanny dodge (Dex bonus to AC )

Languages:
Goblin, common

Armour:
Leather apron (counts as leather), speed 30 ft, 7,5 lbs
Baking pan (counts as small shield) check penalty –2 10 lb.

Weapon:
Masterwork 2hd. Baking pan: atk+6, Dmg 1d8+3, crit x3

Possessions:
Large assortment of crude kitchen equipment, food, healing kit, sock with 38 cp, 2 sp, 1gp. Healing berries (Treat as good berries work only on goblins)

Goblin virtues:
Parentage: Get them under your thumb while they’re still young. That way you have power over them if they are stronger then you.

Flavour:

Mother Matron is the glue that holds a tribe together. Mother is also the real boss. She was old even when the adults were young. And has played a big part in their uprising. She feed them, healed them when they were hurt, told fun stories about the smart goblins and the stupid big folk and punished them if they did something wrong. The hard way. And she always seemed to know when they were lying. She still raises the kids.

She also controls the tribe kitchen. Every goblin tries to sneak in and get some extra food. But it almost never succeeds and she loves to sneak behind them in the act and whack them on the head with her pan. After the goblin wakes up she usually chases them out of the kitchen. The tribal chief is no exception.

Mother is also an advisor to all the goblins and she loves to hear news about everything. If anyone stands in her way they get slapped or picked up by the ear and told about good goblin manners. Or tribe finds out a very embarrassing baby tale of the goblin.

Tactics:
She will usual stay out of a fight but if she sees a child or favourite wounded or killed. She will either heal them or sneak behind the party and do a sneak attack with her pan. And then Mother will try to intimidate or use diplomacy to stop the fight. If she fails that and some more youngsters get hurt she will attack the party in frenzy to buy the children time to escape.

Special:

2hd baking pan medium size melee weapon.
Dmg 1d8 crit x3 bludgeoning 10lb
Mother can choose between subual and normal damage without getting a penalty.
Counts also as a small shield.

--------------------

Two swords are better then one.
 

Somebody call animal control

Here's Lord Zardoz' werewolf

Warkyk, Lycanthropic Goblin / Werewolf
Warrior 4; AL CE

HD 4d8 + 8; hp 37;
Init +2; Spd 30 ft; AC 12;
Atk +6 melee or +6 ranged;
SQ: Darkvision 60 ft;
SV Fort +5, Ref +3, Will +1;

Str 15,
Dex 15,
Con 14,
Int 12,
Wis 11,
Cha 9;

Skills: (Warrior 21)

Hide 0 [+4],
Jump 7 +2,
Listen 3.5+0 <+4>,
Search 0 +1 <+4>
Spot 3.5+0 <+4>,

(* [ ] Goblin racial bonuses, Lycanthropic Bonuses, A for human, B for Hybrid / Animal form)

Feats:
Run, Power Attack, Improved Control Shape;

Hybrid Form
HD 4d8+16 (45 hp)
Init +8 (Dex +4, Imp Init +4)
Speed 30 ft;
AC 16 (+4 Dex, +2 Leather)
Atk Bite +8 melee
Dmg Bite (1d6+3)
Face/Reach 5 ft. by 5 ft. /5ft.
Fort +9, Ref +9, Will +1
Str 17, Dex 19, Con 19, Int 12, Wis 12, Cha 9
Damage Reduction 15 / Silver
Skills Hide 3 +4 [+4], Jump 7+2, Listen 6 <+8>, Move Silently +4, Search 0 +1 <+8>, Spot +4 <+8>, Wilderness Lore +1;
Lycanthrope Feats: Blind Fight, Improved Initiative, Weapon Finesse;

Wolf Form:
HD 4d8+16 (45 hp)
Init +8 (Dex +4, Imp Init +4)
Speed 50 ft;
AC 18 (+4 Dex, +4 Natural)
Atk Bite +8 melee
Dmg Bite (1d6+3)
Face/Reach 5 ft. by 5 ft. /5ft.
Fort +11, Ref +9, Will +3
Str 17, Dex 19, Con 19, Int 12, Wis 12, Cha 9
Damage Reduction 15 / Silver
Skills Hide 3+4, Jump 7+2, Listen 6 <+8>, Move Silently +4, Search 0 +1 <+8>, Spot +4 <+8>, Wilderness Lore +1;
Lycanthrope Feats: Blind Fight, Improved Initiative, Weapon Finesse

Languages:
Goblin, Elf;

Armor: Elven Leather Armor;

Weapons:
Master Work Short Sword: Atk +7 melee, Dmg 1d6+2, crit 19-20 x2;

Possessions:
An Elven Masterwork Short Sword, Elven Leather Armor (No bonuses, just looks distinctive), 3 Elf Skulls, A fork.

Goblin Virtues:
Cruelty: No matter how bad you think your death may be, a Goblin can make it worse.

Behind the Curtain: It is very possible that I have screwed up the stats for the Wolf form and / or the Hybrid form. In Hybrid form, I allow both racial bonuses, but in Wolf form, there is no Goblin racial bonus for hide. I could have made Warkyk more dangerous if I made him a Ranger or Druid with Wolf followers, but we do want these to be NPC's for lower level players.

Flavor:
Warkyk is one of the better warriors that his tribe has ever produced. Despite not seeming to be that accomplished as a fighter, he routinely defeats those who choose to challenge him. Of course, they do not know that he simply leads his opponent out into the woods, changes to Wolf form, and kills his opponents with ease. Warkyk also spends alot of time hunting elves. He particularly hates the nature loving pretty boys, and greatly enjoys the look of horror on their faces when a Wolf that was acting quite friendly turns on them. After all, Elven Steel is not Silver.

Tactics:
Warkyk will fight in goblin form until he takes a wound, then he will flee. Once he leads his opponent away from its allies, he changes his shape and tears them apart. With Elves though, he works differently. He will approach in wolf form, and follow an elven scout around for a while. He will even go as far as to help it slay Human intruders. But once he has the Elfs trust, he will turn on him, and then kill them. He particularly enjoys turning on Elven Rangers and Druids. If his opponent does have any weapons that can hurt them, and the opponent appears to have a solid chance at killing him, he will moph to wolf form and Run at x4 (200 movement total).

END COMMUNICATION
 

2 brothers

Here's a joint project between Wippit, who wrote Misk and Lord Zardoz, who made Kaikaik

Misk, Goblin Ghost
Rogue L3; small undead (incorporeal); AL CE
HD 3d12; hp 19;
Init +5; Spd 30 ft; AC 13; (12 when manifested)
Atk Touch +2 (+3 against corporeal creatures)
Damage Touch 1d4
SA: Maifestation, Corrupting Touch, Horrific Appearance, Currupting Gaze
SQ: Darkvision 60 ft; undead, incorporeal,rejuvination, turn resistance
SV Fort +0, Ref +4, Will +2;
Str 11, Dex 13, Con --, Int 11, Wis 12, Cha 15

Skills: (56 points)
Appraise +3, Bluff +8(+2^), Disguise +7, Escape Artist +4, Hide +4(+8*), Innuendo +6, Intimidate +7, Listen +4(+8*), Move Silently +4, Open Lock +4, Perform +5, Pick Pockets +4, Read Lips +5, Search +4(+8), Spot +4(+8*)
(* Ghost racial bonuses: +8 for Hide, listen, search and spot. ^ feat bonus)

Feats:
Skill focus: bluff
Improved initiative

Languages:
Common, Goblin

Armor:
Leather (ethereal only)

Weapons:
None

Possessions:
None


Background:
Misk was the ultimate in vanity. Possessing a high charisma and great acting skills, he would often disguise himself as a gnome or halfling for a night on the town. Using bluff, intimidate, and some well-hidden sleight of hand, Misk madequite a fortune at bars and gambling houses, and even if caught seemed to slip away into the night.

One night it went all wrong. A patron caught him the act of fleecing a large sum of money, and thought to teach this goblin a lesson. Knowing himto be vain and arrogant, a vial or acid was thrown full into his face, disfiguring him. Striken, he tried to run away, but slammed full force into a brick wall (his eyes were burning) and died. But his ghost remains.

Behind the Curtain:
Misk now hates anything beautiful with a passion, and tries to destory it without regard to his own safety *after all, he'a already dead)

Tactics:
Misk will manifest where his horrific appearance will do the most harm (he's taken to attacking public bath houses as of late). He will then gaze attack everyone he can. He will rarely use his corrupting touch, he doesn't like to touch anything that looks even remotely good.

As promised, here is a goblin NPC associated with Misk. I present you with his brother, Kabaik.
Kabaik
Cleric 3; AL NE

HD 3d8; hp 16;
Init +1; Spd 20(30) ft; AC 16;
Atk +0 melee or +3 ranged;
SQ: Darkvision 60 ft;
SV Fort +3, Ref +2, Will +5;

Str 6, -2
Dex 13,
Con 11,
Int 14,
Wis 14,
Cha 13;

Skills: (24 Cleric)
Concentration 6,
Knowledge (Necromancy) 4 +2,
Knowledge (Religion) 4 +2,
Listen 5 +2,
Move Silently 0 +2 [+4],
Spot 5 +2,

(* [ ] Goblin racial bonuses)

Feats:
Extra Turning, Silent Spell;

Languages:
Goblin, Dwarf, Common;

Armor: Scale Mail, Small Steel Shield;

Weapons:
Heavy Mace +0 Melee, 1d8-2, Crit x2

Possessions:
Skull topped Heavy Mace (Filled with lead), rusted Scale Mail, Small Steel Shield with skull emblem, A Not so Holy Symbol of the Death God of the Goblins.

Domains: Death, Trickery;
Spells Per Day: 4 / 3+1 / 1+1
0: Detect Magic x2, Guidance x2;
1: Protection from Good, Doom, Magic Weapon, #Cause Fear
2: Spiritual Weapon, Sound Burst, #Invisibility
(# Domain Spell)

Goblin Virtues:
Jealousy: Goblins dont like it when they are not as skilled, or inteligent, or powerful as others. As a result, they constantly strive to improve themselves. And if that is not working, they will bring down those who are better then them to their level. Or just just kill them.

Flavor:
Kabaik was the more serious and determined between him and his brother narf. Kabaik would work hard, and do as he was told in an attempt to curry favor with their unforgiving father. But Misk would just bugger off and not do his end of the work, no matter how much Kabaik yelled and screamed at him to do it. No amount of physical abuse would make Misk obey. And what really pissed Kabaik off was that Misk was better liked by his father. This was probably because Misk would buy his way out of trouble and impress their father by sharing good quality alcoholic refreshment with dear old dad. And what was worse was that Misk would not share with Kabaik. Kabaik then chose to join the priesthood in an effort to gain authority over his brother. But since his brother was hardly ever around, it never seemed to matter. Years later, Kabaik had a nice dream in which is lazy good for nothing brother had died, and became an embittered ghost. He later found this to be true. Kabaik interpreted this as a vision from his god. Kabaik has sworn to dominate Misk and make him kneel before him in death as he would not in life.

Tactics:
Kabaik will start a fight by casting protection from Good, and then spiritual weapon. If a foe gets too close, he will hit him with Sound burst or Cause fear, then continue to beat on his opponent with the spiritual hammer. Against well armored opponents that his melee attacks are in-effective against, he will swap out his first level spells for Cause Wounds spells. If it looks like he is about to take an ass kicking, he will use Invisibility to escape.

END COMMUNICATION
 

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