Goblin-a-day

Krug's Uglies

Here are some goblins that were posted by Krug.

Wotrah, male goblin Rog3/Wiz1: CR 4; Size S (3 ft., 6 in. tall); HD 3d6+3 + 1d4+1; hp 21; Init +8 (+4 Dex, +4 Improved initiative); Spd 30 ft.; AC 15 (+4 Dex, +1 Size); Attack +4 melee, or +7 ranged; SV Fort +2, Ref +7, Will +5; AL NE; Str 13, Dex 19, Con 13, Int 17, Wis 14, Cha 4.
Languages Spoken: Giant, Gnoll, Goblin, Infernal.

Skills and feats: Bluff +3, Climb +5, Diplomacy +3, Escape artist +7, Forgery +9, Hide +14, Jump +7, Listen +10, Move silently +8, Open lock +9, Perform +3, Profession +6, Search +9.5, Spot +4, Use magic device +2, Wilderness lore +3; Alertness, Improved initiative, [Scribe scroll].

Wizard Spells Known (3/2): 0th -- Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance. 1st -- Mage Armor, Magic Missile, Silent Image, Sleep.

Wotrah is a rogue who operates in Greyhawk, using his ring of feather falling to float around on the various buildings and towers of the city. He's a small-time thief, and he believes that if he steals the small items he'll get away with it. Greyhawk has too many robberies for the guards to bother with the odd missing 30-50 gold or the minor gem. He does dream of better goods but is careful.
"Pah.. these merchants, they won't notice them anyhow!"

He is an apprentice to a goblin mage who hides out in the warrens under the city, but is often asked to do guard duty along with another goblin, Oorg, whom he despises.

Wotrah has a fondness for cockfights and is trying to rear some of his own. He keeps several chicks in his goblin-hole under the city. He tries to make them fight each other but hasn't had much success.

Gymar, female goblin Drd4: CR 4; Size S (3 ft., 5 in. tall); HD 4d8+4; hp 27; Init +2 (+2 Dex); Spd 30 ft.; AC 13 (+2 Dex, +1 Size); Attack +5 melee, or +6 ranged; SV Fort +5, Ref +3, Will +7; AL N; Str 12, Dex 15, Con 13, Int 13, Wis 16, Cha 11.
Languages Spoken: Elven, Druidic, Goblin.

Skills and feats: Appraise +3, Concentration +7, Hide +6, Intuit direction +9, Knowledge (nature) +8, Listen +5, Move silently +6, Profession +10, Spot +5, Swim +6; Alertness, Still spell.

Possessions: 3,300 gp in gear.

Druid Spells Per Day: 5/4/3.

Gymar is the leader of the sheep stealer clan, a band of about thirty goblins who raid sheep from nearby farms. Gymar's intention is to get enough sheep so the tribe can have its own flock, but she has a hard time persuading the others from her tribe to keep their hands off the sheep they have.

As a druid, Gymar uses her spells to charm or persuade sheepdogs not to disturb her band of raiding goblins. She occasionally sells the wool gathered from the sheep to some merchants, or other goblin tribes.

She has a magpie companion that keeps watch above her. Gymar constantly scratches herself, a result of fleas she has no luck in getting rid of.

Gymar doesn't really like to be in combat. She's likely to run off as fast as she can with her band of goblins rather than engage in direct combat.
 

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Here's some more of Lord Zardoz's work

Mourt
Fighter 2; AL NE
HD 2d10; hp 15;
Init +2; Spd 20(30) ft; AC 18;
Atk +3 melee or +4 ranged;
SQ: Darkvision 60 ft;
SV Fort +4, Ref +2, Will +1;

Str 13,
Dex 15,
Con 13,
Int 9,
Wis 13,
Cha 12;

Skills: (5 Fighter)
Climb 5+1,
Move Silently 0 +2 [+4];

(* [ ] Goblin racial bonuses)

Feats:
Point Blank Shot, Precise Shot, Weapon Focus(Long Bow);

Languages:
Goblin;

Armor: Scale Mail, Small Steel Shield;

Weapons:
Heavy Mace: +3 Melee, 1d8, Crit x2;
Short Bow: +6 ranged, Dmg 1d6+1, Crit x3, Range 60ft


Possessions:
30 Steel tipped Arrows. A battered but undamaged Shortbow. Rusty Scale mail.

Goblin Virtues:
Efficient: When it comes down to it, a goblin will put the minimal required effort into the task at hand, but still enough effort and resources to ensure that the task is done. This applies to all things, especially killing. However, exceptions will be made for entertainment purposes.

Flavor:
Mourt is a miserable bastard who is only tolerated by his fellows because he is the best archer that the tribe has. What is truly intolerable is that he knows how indespensible he really is. As a result he has an insufferable ego.

Tactics:
Mourt knows he is too valuable to the tribe to risk by entering melee. Instead, he provides support for the melee types by firing into melee's. He will stay well to the rear, and fire only at opponents who are too busy to charge at him and get him killed. On occasions, he also covers some traps that the tribe set up, but this is rare.

END COMMUNICATION

This goblin is much tougher then other goblins I have posted so far in terms of brute force, but a competent group of 2nd level characters should be able to take him out. Or at least negotiate with him some bargain that may benefit them.

Bauraoog
Warrior 4; AL CE

HD 4d8; hp 34;
Init +2; Spd 20(30) ft; AC 19;
Atk +6 melee or +7 ranged;
SQ: Darkvision 60 ft;
SV Fort +7, Ref +4, Will +2;

Str 14,
Dex 17,
Con 16,
Int 14,
Wis 13,
Cha 4;

Skills: (28 Warrior)
Climb 7+2,
Jump 7+2,
Swim 7+2,
Move Silently 3.5 +3 [+4];

(* [ ] Goblin racial bonuses)

Feats:
Power Attack, Cleave;

Languages:
Goblin, Ogre;

Armor: Half Plate, Large Steel Shield;

Weapons:
Heavy Mace: +6 Melee, 1d8+2, Crit x2;

Possessions:
Dwarven Half Plate Armor, Dwarven Large Steel Sheild, both were once Masterwork pieces, but have since degraded from abuse, and overall lack of maintainence.

Goblin Virtues:
Resourcefulness: When has a disadvanage, you can either turn it into an advantage. Or, have an enemy take advantage of your weakness and kill you.

Flavor:
Bauraoog is probably the most capable warrior in his clan. He has more confirmed kills to his credit then any other goblin. He is intelligent and has a solid grasp of tactics. He is quick on his feet. He is also suffering from the Red Bubonic Fever. Since his clan's leadership requires that he father many children, and the women want nothing to do with him, he is unable to become the cheif. He is almost a powerful enough warrior that he could change that law by way of smashing those who disagree with him, he is inteligent enough to know that one person cannot kill 50 goblins alone. If Bauraoog ever encounters someone who can heal his affliction, he will do anything to be healed, but if he is healed before being forced to perform any sort of service, he will bugger off without any display of gratitude.

Tactics:
Bauraoog will close to melee and begin hitting his opponents until they stop moving. When against opponents who are wearing leather armors, he will dump most of his Bab into power attack. If he is feeling really mean, he will grapple his opponent, and expose them to the Red Fever (Fortitude Save DC 15). The Red Fever will permanantly destroy 2d4 points of charisma, and cause a simular penalty to all rolls. The penalty is reduced the same way that any ability damage is healed. The Charisma loss requires a Cure Disease spell to cure.

END COMMUNICATION
 

Hmm... an evolved goblin

DarwinofMind's 1st contribution

Bump
Male Human Fighter 2; AL N
HD 2d10; hp 19;
Init +1; Spd 30 ft; AC 13;
Atk +5 melee or +3 ranged;
SV Fort +5, Ref +1, Will +0;

Str 16,
Dex 13,
Con 14,
Int 8,
Wis 11,
Cha 9;

Skills:
Climb 4+3 ,
Craft (Stoneworking) 4-1
Speak Language (Goblin)


Feats:
Blind Fight, Cleave, Power Attack, Weapon Focus(Axe);

Languages:
Common, Goblin (from skill);

Armor: Leather Armor;

Weapons:
Axe +6 melee 1d6+3 Small Slashing


Possessions:
Whatever the goblins give him when they tell him to fight.

Goblin Virtues:
Resourcefull: Goblins are not reluctant to use anything they think is an asset to their best advantage, and goblins veiw everything as an asset.

Flavor:
Bump was kidnapped by Goblins at a young age. Growing up in goblin society as a slave he earned his name by being told repeatedly, "Your worth less than a bump on my goblin butt, hyooman." The Goblins quickly recognized though that Bump was strong and none to bright, in fact, he would even fight for the tribe that enslaved him.

Tactics:
The goblins don't let Bump have to much in the way of weapons and armor becuase they've seen what he can do to enemy tribes. Bump is sent in when something big is needed, or to fight the overwhealming odds. He's is not a man of stratagy, in fact his favorite tatic entails hitting the enemy repeatedly with whatever weapon is in his hand. Bump will be reluctant to speak to humans or demihumans as he has seen nothing but goblins for most of his life.

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

Darwin
Finally felt he needed a .sig
 

A goblin by silent one


Patch, weapon-mender
Expert L1; small humanoid; AL LE

HD 1d6; hp 5;
Init +2; Spd 30 ft; AC 16;
Atk +2 melee or +3 ranged;
SQ: Darkvision 60 ft;
SA: none
SV Fort +1, Ref +2, Will+1;

Str 12, Dex 15, Con 12, Int 15, Wis 8, Cha 8.

Skills: (40 points)
Appraise +6, Bluff +3, Craft: Weaponsmith +6(+2^), Listen +3, Search +6, Spot +3 Swim+2 Profession (sailor) +3 .
(^ Skill focus.)

Feats:
Skill Focus: Craft: Weaponsmith

Languages:
Common, Goblin, Orc

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

Weapons:
Daggers(2): Atk +2 melee, +3 thrown, Dmg 1d4+1, crit 19-20 x2, range 10ft
Short sword: Atk +2 melee, Dmg 1d6+1, crit 19-20 x2, range 20ft
Light crossbow: Atk +3 ranged, Dmg 1d8, crit 19-20 x2,


Possessions:
Backpack, bedroll, artisan's tools, flint and steel, “artisan's” outfit, sack, trail rations (1 days), thieves’ tools, and water skin. 4gp 8sp 16cp

Stich, rag-picker
Expert L1; small humanoid; AL LE

HD 1d6; hp 4;
Init +3; Spd 30 ft; AC 17;
Atk -1 melee or +4 ranged;
SQ: Darkvision 60 ft;
SV Fort -1, Ref +3, Will +3;

Str 8, Dex 17, Con 8, Int 14, Wis 12, Cha 11.

Skills: (32 points)
Appraise +6, Craft: Tailor +6 (+2^), Listen +5, (+4*), Search +6, Spot +5, Use Rope +7 Swim +1.

Feats:
Skill Focus: Craft: Tailor

Languages:
Common, Goblin, Giant

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

Weapons:
Daggers(2): Atk -1 melee, +4 thrown, Dmg 1d4-1, crit 19-20 x2, range 10ft
Light crossbow: Atk +4 ranged, Dmg 1d8, crit 19-20 x2,
Possessions:
Backpack, bedroll, artisan's tools, flint and steel, “artisan's” outfit, sack, bolts (10), trail rations (1 days), and water skin. 4gp 8sp 16cp

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

YB
silent one
Dirty Bastard 1 3/2
2 yen
member, Warders of the Black Gate Gang. Record 2-0
Marked of Bhallreah.
 

These things breed too fast

2 more by Lord Zardoz

Kaobok
Rogue 1, Ranger 1; AL CE
HD 1d6 + 1d10 + 4; hp 17;
Init +2; Spd 30 ft; AC 15;
Atk +4 melee or +3 ranged;
SQ: Darkvision 60 ft;
SV Fort +4, Ref +4, Will -2;

Str 16,
Dex 14,
Con 14,
Int 13,
Wis 7,
Cha 19; /*Explained in the "Flavor" text*/

Skills: (Rogue 36, Ranger 5)

Balance 4 +2,
Climb 4+3,
Hide 4 +2 [+4],
Jump 4 +3,
Listen 5 -2,
Move Silently 4 +2,
Spot 5 -2,
Swim 4 +3,
Wilderness Lore 5 -2;
(* [ ] Goblin racial bonuses)

Feats:
Power Attack;

Favored Enemy: Elves

Languages:
Goblin, Common;

Armor: Studded Leather;

Weapons:
Halfspear: Atk +4 melee, +3 thrown, Dmg 1d6+3, crit x3, range 20ft
Dagger: Atk +4 melee, +3 thrown, Dmg 1d4+3, crit x2, threat 19, range 10ft

Possessions:
Halfspear, Bronze Dagger, Ragged Studded Leather Armour.

Goblin Virtues:
Prejudice: Why make decisions based on fact when you can make them based on unreasoning hatred instead.

Appearance: A hideously scarred and twisted body. Scars criss cross his flesh making it look much like a puzzle. His face however, is that of a young elven child with delicate but perfect skin and fine silken hair. The hair is often ragged and uneven, and his eyes are blood shot and red, and nearly appear to glow with hatred.

Flavor:
Kaobok recognized early on that the one thing that Beauty cannot tolerate is Ugliness. This was the explanation he used to rationalize the reality of the Elves, with their shining armor and bright swords frequently purging their Beautiful forest of Goblins. Kaobok decided in turn that he could not tolerate this ugliness. When killing an elven apprentice, he taunted the elf, who was very naive and missed the sarcasm, and wished Kaobok to be Beautiful so he could better empathize with elves. The wish was granted. The Elf died happy, and Kaobok as gifted with the face of an angelic and perfect elven child, except for his eyes, which were still red and bloodshot, as is normal for a Goblin. Kaobok then went insane. The other goblins thought it was funny, so he slew them. He tried to remove this 'curse', and tried to cut his face off. Not a mark could mar his face. But he did bleed, and he did cut up his neck trying. He tried fire, and was badly burned, but still beautiful and innocent looking. He tried every thing he could to remove his face, and ended up with lots of scars, but no success. His hatred of elves grew, and he then took to killing them in such a way that the bodies had no trace of beauty on them.

Methods:
One of the things that makes a good villian is his Methods. Kraaguat is an evil bastard because of his use of live 'cute' bait screaming for help. Luurgi is evil because he twists the instinct's of animals so that they have a reason to violently attack the players. It's often not a combat tactic though, so for Kaobok, I am using this additional place to help give the DM's who use this character (and probably future characters I add to this thread) examples they can use to show the players why Kaobok is evil.

If Kaobok sees anything beautiful, he must defile it. He rips up beds of flowers, befouls tranquil pools with his urine and feces. If he sees a cute bunny rabit, he must peel its face off and tear an ear off, but then he will let it go, and allow it to survive. For Kaobok, he will do as much as he can to make an Elf's death as hideous and demeaning an experience as he can. He will restrain the elf, or if he has no rope, just break its arms and legs. He will then disfigure the elf while it is still alive. Kaobok will not use any particularly clever method to do this. Kaobok may chew off part of its face, or tear out half of the elfs hair. He will cut large gouges into their flesh. Kick their teeth down their throat. Cut off a few fingers. Kaobok will then seed the wounds with maggots or other insect larvae, and leave the Elf to die slowly. Sometimes they live. Kaobok's primary goal is not to kill elves, it is to destroy something beautiful.

Tactics:
Kaobok will hide out of sight and try to use the element of suprise to get a quick kill off of a Sneak Attack. If the target is lightly armored, he will use his Power Attack and rely on his strength to get his extra damage.

END COMMUNICATION

Ghereggik
Warrior 1; AL NE
HD 1d8 + 2; hp 10;
Init +2; Spd 30 ft; AC 16;
Atk +0 melee or +3 ranged;
SQ: Darkvision 60 ft;
SV Fort +4, Ref +2, Will +2;

Str 8,
Dex 14,
Con 15,
Int 15,
Wis 14,
Cha 12;

Skills: (Warrior 36, Ranger 5)

Climb 4+3,
Hide 0 +2 [+4],
Listen 2+2,
Spot 2+2,
Swim 4 +3,
(* [ ] Goblin racial bonuses)

Feats:
Dodge;

Favored Enemy: Elves

Languages:
Goblin, Common;

Armor: Hide Armor, Woodenl Shield;

Weapons:
Halfspear: Atk +0 melee, +3 thrown, Dmg 1d6+3, crit x3, range 20ft
Dagger: Atk +0 melee, +3 thrown, Dmg 1d4+3, crit x2, threat 19, range 10ft

Possessions:
Half Spear, Dagger, Hide Armour, Small Wooden Shield.

Special Ability: Demonic Augmentation
+ 3 to hit and Damage, +4 to all Saves, Damage Reduction 10 / +1. Usable Once per day. Lasts for one hour.

Goblin Virtues:
Opportunistic: A goblin will take any advantage that is presented to him and use it for all its worth;

Flavor:
Ghereggik was one of a group of 30 goblins that were intended to be used as cannon fodder by an Ogre Warlord who's name Ghereggik never bothered to learn. In a titanic battle against the current champions of some obnoxious human god, Ghereggik was able to hide and wait it out. Near the end of the battle, the heroes were gravely wounded, but victory was at hand for them. Their wizard had called up a mighty demon and was having it kill the ogre. Ghereggik's friend also noticed that the wizards back was turned. He threw his dagger and with a satisfying thud, slaying him. The demon was freed from its control and killed all others who were standing. Bathed in blood, the demon asked "Who killed that Wizard?". Ghereggik immediately slammed his friend in the back of the head and took credit for it. The demon then appointed Ghereggik as his champion, and granted him the power of Abyssal Augmentation. The other goblins who survived was about to speak up, but the demon dominated it and told his follower "This creature is now your slave, as you are now mine. Bring others to me, and I shall make them my servants, and you shall be my general.

Methods:
Ghereggik will lie to further his own intrests. But he has also learned some new tactics from his demonic master. He will typically threaten his followers with "Do as I command or you will answer to the Dark One". On top of that, he will usually take prisoners for the Demon to dominate them. By extension, any creature enthralled by the demon also has to obey Ghereggik. The Demon will frequently use Ghereggik as his mouth piece, and speak through him.

Tactics:
Ghereggik will order his subordinates to attack while he stays back. When involved in combat directly, he will do all he can to make sur that he is not the target of choice for his opponent. If he is cornered or threatened, he will call on his demonic augmentation and beat the crap out of his opponent. The sudden increase in power often comes as a suprise to his opponents, who suddenly see a weak goblin become mighty.

END COMMUNICATION
 

What a name

Here's a goblin from Wakshaani

Pigwart
Rogue L1, Wizard L2; small humanoid; AL NE

HD 1d6+2d4; hp 11;
Init +3; Spd 30 ft; AC 15;
Atk -1 melee or +4 ranged;
SQ: Darkvision 60 ft;
SA: Sneak Attack (+1d6)
SV Fort 0, Ref +4, Will +3;

Str 6, Dex 14, Con 10, Int 15, Wis 13, Cha 12.

Skills: (36 points)
Alchemy +5, Bluff +3, Concentration +2, Decipher Script +6, Diplomacy +3, Disable Device +6, Gather Information +5, Hide +14 (*), Knowledge (Arcana) +5, Listen +3, Move Silently +10 (*), Open Lock +6, Search +7, Sense Motive +3, Spellcraft +5, Use Magic Device +5
(* Goblin racial bonuses: +4 for Move Silently and Hide.)

Feats:
Dodge, Scribe Scroll, Point Blank Shot

Languages:
Goblin, Common, Draconic

Armor:
Leather, +2, check penalty -0, speed 30ft, 10 lbs, 10% Spell Failure chance.

Weapons:
Dagger: Atk -1 melee, +4 thrown, Dmg 1d4-2, crit 19-20 x2, range 10ft Shortbow: Atk +4 ranged, Dmg 1d6, crit 20 X3, range 60 ft.
Shortsword: Atk -1 melee, Dmg 1d6-2, crit 19-20 x2, range 20ft.

Possessions:
"Traveller's" outfit in poor condition, backpack, quiver with 20 arrows, four scroll cases, two vials of ink, ten sheets of parchment, small bag, one day's worth of trail's rations, spell component pouch, spellbook, thieves' tools.

Spellbook/Spells Known:
0th level: All ; 1st level: Cause Fear, Charm Person, Expiditious Retreat, Mage Armor, Magic Missile, Shield, Sleep

Scrolls: Scroll of Detect Magic and Read Magic, Scroll of Charm Person, Scroll of Sleep

Potions: Two potions of Cure Light Wounds, one Potion of Love

Special Abilities:
Sneak Attack +1d6

Behind the Curtain:
Not the most impressive Goblin, ever, but good for harassing a low level group, without letting too powerful of spells out into the party Wizard's hands. He works best as a toady, serving as 'Magical support' for a stronger Goblin, ready to run away if things look bad, and, down the road, serves well as an evil wizard's apprentice. He's low end, but has some nice potential.

Flavor:
Pigwort was a Goblin not of ambition, but hardly complacent. He'd managed to move up the tribal hiearchy with a combination of guile, luck, and the occasional knife in the dark, but, he knew that he could never step up to tribal leadership. This fit him fine. It was the ones behind him, looking to climb up, that he worried about. So when he heard that the wizard, Bargle, was short a lackey and long on need, Pigwort made his move. Bringing a handful of cowed Goblins to serve alongside his own self, Pigwort made a deal to serve as Bargle's apprentice and toady, and acted as a go-between from the Wizard to the Goblins, themselves. This put him in a position of safety, as none of the ordinary Goblins wanted to have a Wizard loom at them, and of power, as he could influence the small band as needed.
Sadly, as with most evil Wizards, Bargle's lair was eventually found out by an adventuring party, which slew most of Pigworst's erstwhile allies in their pursuit of the Cleric-slaying wizard. Bargle escaped, as he so often managed, leaving Pigwort to his fate. Fortune smiled on the Goblin, however, who found a potion of invisibility at the last moment, managing to slip away as well with the master's smaller travelling spellbook in hand.
Since then, Pigwort has moved back into a Goblin tribe, to serve a King loyally, in exchange for dibs on captured adventurer's books and scrolls. This, again, leaves him in a prime position, serving the lord, yet not so high that jealous daggers will soon flash in the dark. In time, he hopes to master the magical paths well enough to live in comfort, with or without a tribe, but has no pretensions on becoming an archmagi or the like.
Pigwort is more than happy to parlay with adventurers if he thinks the situation warrants it. He'd sell his own mother for gold, if he hadn't already, and can easily from from his current Chieftan to another, a trick that doesn't work when he's dangling from an Elf's spear. Most of his tribesmates don't speak common, only a handful can read, and he alone can write, allowing him to slip notes or negotiate in a room full of expendables. If pressed into battle, he fights as unfair as possible, looking to escape if able, to take hostages, or to vengefully finish off anyone fallen.
Pigwort has no familiar, as of yet, as he hasn't been able to steal enough money from the ritual. He keeps a large wasp (Size Tiny) in a cage in his cave, however, for such a time that he can manage it. He keeps several books in shoddy states in his cave as well, and cows weaker Goblins with them on occasion. One younger Goblin girl has caught his eye, however, and he might soon take on an apprentice of his own. He's also begun to experiment with Alchemy, preparing himself for the day when he can create potions.

Goblin Virtues:
Adventuring bands are like natural disasters. Prepare all you can in advance, but when they strike, be prepared to pick up the pieces. Then again, there's always opprtunities there, if you know where to look...

December 10th, 2001

(This is my first post, ever. I don't think that I have the formatting right at *all*. It looked faboo in a Word file, but it sure doesn't Cut n Paste well to here. Any words of wisdom?)

-- Wak

Lord Zardoz made an addition:

A decent goblin Wakshaani, well detailed and certantly useful. However, your idea has given me some ideas. So, with or without your prermission, I present Pigwort Redux:
Flavor:
Pigwort was a Goblin of ambition, but was impatient. He'd managed to move up the tribal hiearchy with a combination of guile, luck, and the occasional knife in the dark, but, he knew that he could never step up to tribal leadership. He had hit a plateau in his advancement,however. His attempt to create room within the heirarchy backfired. He killed a young warrior, and his brother caught him, and used it as an excuse to implicate several others in addition to Pigwort. Pigwort was ran out of the tribe. Living alone and nearly starving, he happened upon some Kobolds from a tribe that had been nearly wiped out by his own tribe. So Pigwort then decided that there was probably plenty of room in the Kobold Heirarchy. The Kobolds were desparate, so they allowed Pigwort to live, and used his knowledge of the Goblins combat practices. What Pigwort did not count on was the breeding rate of the Kobolds being limited only by the supply of available food. And Goblins, as the Kobolds would say, "dem goblins is good eatin".

Methods:
Pigwort is even more cold blooded thin his reptilian followers. Pigwort has betrayed his people to further his own ambition, and his Pragmatism has served him and his Kobold minions well.

END COMMUNICATION
 

Damn... That's a huge Bi....

Here's my kaiju goblin

Note: This creature uses the Kaiju template from Dragon 289 (November 2001).

Vengeance. If only I could achieve vengeance. Grepik thought this as he lay dying, his life and blood slowly draining away as he lay motionless. His goblin scouting party had been ambushed by a wretched group of adventuring topsiders.
Grepik gurgled incoherently. The bastard adventurers laughed cruelly as they stripped his former comrades clean of all their weapons and valuables. “Goblin-poppin’ is so fun,” snickered the large human oaf in grimy armor. If only I could pop you, if only I could make you feel the way I have fealt my whole life. I would give anything to make those who wronged me my eternal torment, to cause them endless frustration at their own powerlessness, Grepik thought. I would destroy those damned adventurers for massacring me and the rest of goblinkind. I would destroy the goblin chieftans who send us to our deaths. I would slay the gods and their sniveling lackeys for giving us false hopes for dominance I would rip apart the weakling mass of golbinkind for taking such vile treatment from the world in the first place. I would squish the very world itself, if only I had the power. I would give up everything, my soul, my life, my mind, even my utter goblinhood to see this wretched world burn under the flames of my vengeance, Grepik thought all of these things as he prepared to take his last breatha.
Something heard his wish. Instead of dying, Grepik woke up. He got up nearly hitting his head against the dungeon ceiling. He looked at himself and saw how huge and powerful he was. He now had the power he desired. These were his last thoughts before his mind melted away, leaving only a wrath-filled desire for blood and vengeance.


What was formerly Grepik now exists only to destroy and cause suffering. He thrives on the dark emotions of despair and futility. He truly considers everyone enemies; no one is innocent. The Destroyer or the Abomination, as he is simply called by the goblin people, even strikes down those who would worship him, thinking of them as simply sniveling toadies waiting to backstab him at a convenient moment. Yet, after he binges on the powerlessness it causes in others, he himself still weeps. Maybe what little intelligence the Destroyer still has inside of him knows that he has forsaken something. Perhaps his cunning, perhaps his ability to sneak in the shadows with his comrades ready to steal everything the topsiders owned. Maybe, but more likely he has lost his ability to believe in a cause; he can’t even trust the gods of goblinkind any more. If there is any humanity in the goblin race, the fiend once known as Grepik has certainly given it up, and there is perhaps no creature in the world that suffers more than he who has become more monstrous than the monsters he strove to fight against.

Grepik the Destroyer
Kaiju Male Goblin, Formerly Goblin War1
Colossal-Size Humanoid
Hit Dice: 41d8+451 (615 hp)
Initiative: -2 (Dex)
Speed: 30 ft
AC: 33 (+40 natural, -8 size, -2 Dex, +3 leather armor)
Attacks: morning star +51 melee
Damage: morning star 4d8+18
Face\Reach: 40 ft by 40ft/20 ft
Special Attacks: Trample, Death Throes
Special Qualities: Immunities, DR 25/+5, SR 25, Darkvision 120 ft, Fire Resistance 50
Saves: Fort+33 , Ref +11, Will+10
Skills: Climb+24, Intimidate+19, Jump+24 Listen+2, Spot+2, Swim +24
Feats: Alertness, Cleave, Great Cleave, Improved Trample, Power Attack
Abilities: Str 47, Dex 8, Con 32, Int 2, Wis 4, Cha 27
Climate/Terrain: Temperate and warm land and underground
Organization: Solitary (Unique)
Challenge Rating: 15
Treasure: None
Alignment: Always Chaotic Evil
Advancement: -

Goblin Virtues: None. The Destroyer is a repulsive abomination even by goblin standards.

Combat
The Destroyer kills all sentient life he comes across. Whatever dark evils that warped Grepik into the current existent fiend has given him a morningstar and studded leather armor, the tools of war Grepik died with, proportionate to his size in order to enable it to destroy hopes and dreams all the better but also to make the fiend lament its lost life all the more as well.
Immunities (Ex.): Because of the constant mindless hatred that consumes the Destroyer’s mind, he is immune to all mind-influencing and morale effects..
Trample (Ex): The Abomination is fond of squishing those smaller than it. It can trample victims of Gargantuan size or smaller, doing 4d12+9 points of damage but allowing a Reflex Save (DC 48) for half damage. The Abomination does not draw an attack of opportunity due to its Improved Trample Feat, and he does double damage to building structures.
Death Throws (Su): When slain in violent conflict, the hatred that has been festering inside the Abomination is released in one cataclysmic explosion of hatred, doing 20d6 points of damage to everything within 100 feet. The victims of this final purge are allowed a Reflex Save (DC 41) for half damage.
 

One from The_Grim_Reapa

Gobo the Red, Bounty Hunter
Male Goblin Rgr2/Rg1
Str 14; Dex 13; Con 16; Int 10; Wis 8; Cha 6;

Favored Enemy: Humans

umm... more stats later

Goblin Virtues: Mascicism. Doesn't care how important the bounty is to society... enjoys torturing him anyway

Tactics: Gobo only attacks his given target, trying not to kill innocents. He cares nothing of the bounty hunters creed, and will drop contracts if necessary.

Methods: Gobo talks to himself, and has a split personality... its disturbing

Background: Gobo had a bad childhood. he was angry at the humans, angry at his life, angry at his parents, angry at himself. But mostly just angry...

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

Some people suffer from insanity, but me, I enjoy every minute of it...

And Lord Zardoz made an addition to this one also:

Well, Gobo the red is strange as written, and is probably the strangest goblin yet posted. Partly because you probably meant Sadist instead of Masochist. A Sadist likes to hurt others. A Masochist likes to be hurt.
So this gives us a goblin that hunts others down for money and likes to hurt himself. In keeping with that inadvertant line of thought, here is a slightly modified version of Gobo.

Feats: Toughness, Demonic Pact*

Background: Gobo had a bad childhood. he was angry at the humans, angry at his life, angry at his parents, angry at himself. He had grown up as a slave of a wealthy land owner, who was abusive to his slaves and enjoyed totruring them for sport. When he finally did escape, he vowed he would do anything to be able to hurt others as he had been hurt. So he trained himself as a Warrior. One day, he came upon an imprisoned demon called Yugerkagat who promised to help Gobo 'inflict his pain on others'. Gobo agreed, which was a mistake.

Methods: Gobo's pact with Yugerkagat means that every 2 hp of damage he takes will give him +1 to hit and damage. Unfortunately, Yugerkagat likes pain, so he will often overcome Gobo's will and make Gobo hurt himself. In combat, each round Gobo must make a DC 10 Will save or hurt himself. However, Yugerkagat can grant Gobo fast healing when he chooses, which he will do if Gobo is dropped to 0 or less.
Special Abilities: Fast Healing +4 when brought to 0 or less until fully healed.

The end result of the above is a Goblin Bounty Hunter who hates to be hurt but often delibrately hurt himself.

END COMMUNICATION
 

More of the Grim Reapa's

Here are some more of the Grim Reapa's creations, another goblin and a goblin construct

Another odd goblin:
Falnock Mindfeeder
Male Goblin Psychic Warior 2

Background: Falnock lived alone in a cave. He has always lived in the cave. When his mother died in childbirth, she was the only food around. So he ate her. Her brain was the tastiest part. All alone, the only thing Falnock had was his mind. He began to train himself to kill the things that lived deeper in the caverns, and also to think faster, harder, and deeper. He began gaining psionic powers. Finnally, when he was ready, he began venturing outside, and finnally left the cavern. But he still liked eating brains.

Methods: Falnock will use his powers at a distance, then attack, and when he has killed his enemies, he eats their brains. he thinks he gains there thoughts and mermories by doing this, but not really.

Tactics: Kill anything with a brain.

Goblin Virtues: Stoicism. So entwined in his own mind, Falnock has no emotion, and having never learned to speak, does not.

Pychotic? Yes.

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

Some people suffer from insanity, but me, I enjoy every minute of it...

a homebrew gobliny thing from my new psionics campain:
Clockwork Goblin

once blues (see Psionics handbook), these psionic goblins were... changed. They seem to be built of clockwork, ectoplasm, and bone. They cary masterwork halfspears composed of metel and gears (sort of neo-modern looking, like something on Farscape) and three javilins (similarly constructed, but not masterwork)

Clockwork Goblins have three dimonds in their heads, one where each eye would be, and the third in their forehead, their "third eye" These crystals are what control and power the altered blues. once the goblin is destroyed, the psionic power within the crystals is drained, but the crystals remain unharmed. They are worth aproximatly 40gp each.

The stats themselves:

Clockwork Goblin
Small Construct
HD: 2d10 (10 hp)
Initiative +0
Speed 40
AC: 17 (1 size, 4 inertial armor, 2 dex)
Attacks: Halfspear +3 melee (1d6 damage)
javilin +4 ranged (1d6 damage)
Face 5*5/5
Special Qualities Darkvision 60, construct, Damage reduction 5/+1
Saves: Fort +2 Ref +2 Will +2
Str 10 Dex 14 Con - Int - Wis 14 Cha 8
Skillz Hide +7 Listen +5 MS +6 Spot +4
feats: Inertial Armor, Weapon Focus: Halfspear and Javilin

Construct: Immune to posion, disease, critical hits, subual damage, ability damage, energy drain. At 0 hp, destroyed forever

Psionics:
At will: Detect Psionics
Farhand
Finger of Fire
1/day: Spider climb

My notes: The only time I used these was against a single PsiWar 3. Besides that they have not been playtested. As all constructs, they have "programs."
Mine was usually "Defend this room, attacking intruders first with powers and javilins, then close to melee using spider climb."

Theoretically, a mage or psion could make an altered blue. The cost would probably (not playtested) be:

3000gp + a blue, 2 weeks to create, 240 xp

thats about it.

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

Some people suffer from insanity, but me, I enjoy every minute of it...
 


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