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<blockquote data-quote="MavrickWeirdo" data-source="post: 1335" data-attributes="member: 107"><p><strong>Lord Zardoz's Early Goblins</strong></p><p></p><p>Ok, here is my first contribution to this thread. However, it takes a different tact then most other posts thus far.</p><p></p><p>Infernal Goblin</p><p>Warrior L1; small humanoid outsider; AL LE</p><p></p><p>HD 1d8; hp 7;</p><p>Init +1; Spd 30 ft; AC 15;</p><p>Atk +0 melee or +2 ranged;</p><p>SQ: Darkvision 60 ft;</p><p>SA: Smite Good; Cold / Fire resistance 5; </p><p>SV Fort +0, Ref +3, Will +0;</p><p></p><p>Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8.</p><p></p><p>Skills: (32 points)</p><p>Bluff +3, Climb +3, Disable Device +3, Hide +3 (+4*), Intimidate +3, Listen +3, Move Silently +3 (+4*), Open Lock +3, Pick Pocket +2, Search +3, Spot +3.</p><p>(* Goblin racial bonuses: +4 for Move Silently and Hide.)</p><p></p><p>Feats:</p><p>Toughness, *Martial Wpn. Prof</p><p></p><p>Languages: Goblin, Infernal</p><p></p><p>Armor:</p><p>Studded Leather, +3, check penalty -1, speed 30ft, 10 lbs.</p><p></p><p>Weapons:</p><p>Heavy Mace: Atk +0 melee, Dmg 1d8, crit x3</p><p>Halfspear: Atk +0 melee, +2 thrown, Dmg 1d6, crit x3, range 20ft</p><p>Sling: Atk +2 ranged, Dmg 1d4, crit x2, range 50ft</p><p></p><p>Possessions:</p><p>A sack, containing 'blessed' sling bullets (10) in pouch. 4gp 8sp 16cp</p><p>The sling bullets are at +2 hit and damage, and are crafted from iron taken from the great iron masses of Acheron. They only function either for naitives from the plane of Acheron or on that plane.</p><p></p><p>Goblin Virtues:</p><p>Brutality: Having spent an indeterminate amount of time on the lower plains, they have had many revelations in the ways of dealing with their opponents. After all, eating ones opponents makes a war pay for its self...</p><p></p><p>Other:</p><p>This goblin can be 'bolstered' by a goblin priest of Maglubiyet as though they were undead.</p><p></p><p>Behind The Curtain:</p><p>This is a typical example of what happens to goblins when they die. Having experienced death, they are somewhat bitter, and have been drafted into Maglubieyt's petty battles on Acheron. Once in a while, these little buggers are sent back to the prime for a second chance.</p><p></p><p>The Toughness feat gives the miserable little bastard a few more hp. The sling bullets give them a littel more punch, as does the ability to be bolstered by a shaman.</p><p></p><p>Tactics:</p><p>Having been killed once before, one of two things happens to their way of thinking. Either they become more cautious to avoid being killed again, or they become more aggressive. The ones that become more aggressive should be treated as Barbarians.</p><p></p><p>END COMMUNICATION</p><p>------------------------------------------------------------------------------</p><p></p><p>As long as I am at it, why not post a "town" statblock for a Goblin Tribe.</p><p></p><p>The Gut Maggot Tribes</p><p>Population: 386 </p><p>General Alignment: Neutral Evil</p><p>Location: Kouragoth's Forest</p><p></p><p>Organization:</p><p>There are 10 hunting / raiding camps within the forest of roughly 30 goblins, and the central settlement of the remaining 30. The raiding camps stay near the edge of the forest, and will steal livestock from nearby farms. Once in a while, they attack the more isolated farms. The raiding camps are also responsible for patroling their area of the forest. If the neigboring humans mount an armed expedition, they can warn the rest of the tribes. The outlying tribes also pay tributes to the central tribes or risk a mass execution.</p><p>History:</p><p>Kouragoth's Forest used to belong to some elves, and the goblins skulked in fear. Then one day a particularly brutal goblin leader emerged and united the tribes. He did this by utilizing the time honored goblin leadership tradition of brutally killing those who disagreed. Once most of the goblins were banded together under him, they managed to kill all the Elves, and spent the next week torturing them. Since the original leader was a paranoid type, he had a rare moment of insight, and had the tribes split up, while keeping his personal tribe smaller.</p><p></p><p>Unique Features:</p><p>The tribe gets its name from the way it marks the edges of its territory. Any tresspassers they find are staked out to a tree, and have their guts cut open, and a handfull of maggots placed in the wound. The victim will live for a few days of extreeme pain as the maggots eat his insides.</p><p></p><p>The tribe is also very retributive. Any incursion into its territory is lured into the heart of the forest as the goblins 'retreat' before them. Once they are deep within, they are picked off one at a time by night attacks and traps. Also, 2 or 3 of the tribes take the opportunity to attack the village that sent the attack. Those few who escape find their families staked out with maggots in their guts.</p><p></p><p>END COMMUNICATION</p><p>------------------------------------------------------------------------------</p><p></p><p>Yikroak</p><p>Rogue 2, Sor 1; AL NE</p><p></p><p>HD 2d6 + 1d4; hp 11;</p><p>Init +2; Spd 30 ft; AC 16;</p><p>Atk +2 melee or +3 ranged;</p><p>SQ: Darkvision 60 ft;</p><p>SV Fort +1, Ref +2, Will +3;</p><p></p><p>/*Note: I am a bit 'old school' and still prefer rolling dice, so the stats probably don't fit the standard point buy. What can I say, sometimes even a goblin gets lucky with the dice*/</p><p></p><p>Str 11, Dex 14, Con 11, Int 16, Wis 16, Cha 16.</p><p></p><p>Skills: (55 Rogue skills, 5 Sorcerer Skills)</p><p>Bluff 5 +3,</p><p>Climb 5,</p><p>Concentration 1,</p><p>Gather Information 5 +3,</p><p>Hide 5 +2,</p><p>Intimidate 5 +3,</p><p>Listen 6 +3,</p><p>Move Silently 5 +2 [+4],</p><p>Pick Pocket 5 +2,</p><p>Search 5 +3,</p><p>Sense Motive 5 +3,</p><p>Spot 6 +3;</p><p></p><p>(* [ ] Goblin racial bonuses)</p><p></p><p>Feats:</p><p>Expertise, Dodge;</p><p></p><p>Spells Per Day: 5 / 3;</p><p>Spells Known:</p><p>0: Ghost Sount, Detect Magic, Detect Poison, Daze, Read Magic;</p><p>1: Charm Person, Hypnotism</p><p></p><p>Languages:</p><p>Common, Goblin</p><p></p><p>Armor: Studded Leather, Small Shield</p><p></p><p>Weapons:</p><p>Dagger +1 melee, +3 ranged, 1d4, Threat 19, Crit x2</p><p>Short Sword +1 melee, 1d6, Threat 19, Crit x2</p><p></p><p>Possessions:</p><p>Bone handled Dagger, 6 normal daggers, Short Sword, Crude Dice, Crude Loaded Dice, 3 Dead Rats (Dinner), Skin of rotten onion juice, part way fermented.</p><p></p><p>Goblin Virtues:</p><p>Cowardace: Goblins are well aware that they cannot kill larger creatures. So they dont try! Instead, they convince others to do the killing for them. Like that other goblin over there. The stupid one with the violent tendencies.</p><p></p><p>Flavor:</p><p>Yikroak is on the fast track to eventually controling a tribe of his own if he can avoid getting killed by his peers. From an early age, he has used black mail and coercion, and outright lies to get his siblings to do things for him. Especially those things that would get him in trouble if he did them himself. As a result, he is now an only child. Yirkoak's brother died when Yikroak convinced him to get their fathers favorite bone handled knife for him. Their father was not impressed, and beat the older child to death. Yikroak did not mind, since he never liked him any way. Recently, Yikroak has noticed that he is sometimes able to cast simple spells. He is going out of his way to hide this abiltiy, including murdering one of the older Witch doctors who recognized that power. Yikroak is thinking of becoming a priest since he recognizes the influence they weild over the tribe. At any given time, Yikroak knows nearly everything that is going on in the tribe. He uses this knowledge to blackmail nearly everyone else. If a few of the</p><p></p><p>Tactics:</p><p>Yikroak will stay near the back of any fight, calling in his favors to get his peers to protect him. After throwing his normal daggers, he runs and hides. If an opportunity presents its self, he will run out and get a Sneak Attack if the risk is acceptable. If he is injured in any way, he will drop and use a Bluff check to convince his opponent that he is dead.</p><p></p><p>END COMMUNICATION</p><p>------------------------------------------------------------------------------</p><p></p><p>Kraagaut</p><p>Ranger 2; AL NE</p><p>HD 2d10; hp 15;</p><p>Init +3; Spd 30 ft; AC 17;</p><p>Atk +5 melee or +5 ranged;</p><p>SQ: Darkvision 60 ft;</p><p>SV Fort +6, Ref +3, Will -1;</p><p></p><p>Str 16, </p><p>Dex 17, </p><p>Con 16, </p><p>Int 12, </p><p>Wis 8, </p><p>Cha 8.</p><p></p><p>Skills: (15 Ranger)</p><p>Craft [Trap Making] 5 +1, </p><p>Listen 5 -1, </p><p>Move Silently 0 +3 [+4],</p><p>Spot 5 -1;</p><p></p><p>(* [ ] Goblin racial bonuses)</p><p></p><p>Feats:</p><p>Combat Reflexes, Ranger Pseudo Feats;</p><p></p><p>Favored Enemy: Dwarves</p><p></p><p>Languages:</p><p>Orc, Goblin</p><p></p><p>Armor: Studded Leather, Small Shield;</p><p></p><p>Weapons:</p><p>Dagger +5 Melee, +5 Ranged, 1d4, Threat 19, Crit x2</p><p>Half spear +5 Melee, 1d6+4, Crit x3 //used 2 handed for close fighting</p><p>Javelins(8) +5 Melee, +5 Ranged, 1d6+5, Threat 19, Crit x2</p><p></p><p>Possessions:</p><p>20 feet of rope, Crude Shovel, 10 doses of green blood oil, Hat made out of dwarven beards.</p><p></p><p>Goblin Virtues:</p><p>Deviousness: Bunny Rabbits, Puppy dogs, Young Women, all are nice and soft and cuddly. And if you break all their legs and tie them near a trap, then someone is likely to come over and try to find out what the hell all that screaming is about, and maybe try to help.</p><p></p><p>Flavor:</p><p>Kraagaut is the resident trap maker for his tribe. It is his responsibility to keep the other races the hell out of their territory, or to get them killed when they invade. He likes his work, and for the most part it is very easy. Kraagaut does not rely purely on his traps being hidden, instead, he baits them. He noticed that all animals seem to be attracted to various things. Water, and food work for most creatures. For Humanoid types, gold works quite well, as does the idea of another living creature in pain. But Kraagaut truly hates Dwarves. Kraagaut has seen Dwarves either ignore the bait that takes in most other types of races. He has seen their caution keep them from rushing to the aid of injured comrades, and thus, not rushing headlong into some rather brutal traps. Kraagaut has found one weakness that works. Gold. Unfortunately, it also attracts other Goblins, so the cheiftan forbade Kraagaut from baiting traps with gold after breaking both his legs falling into a dead fall when he reached down to pick up a pile of money. He has resorted to using dwarven females, which is quite effective. </p><p></p><p>Tactics:</p><p>Kraagaut will typically set up ambushes that either trick an opponent into charging recklessly into a concealed pit trap or into giving up certain tactical advantages. Like charging into the middle of a clearing surrounded by goblins using the bordering bushes and trees for cover, a nearby hill to give his opponents the high ground. He will not attack directly until he is certain that his opponent has been sufficiently weakened that he can kill it with little risk to himself.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="MavrickWeirdo, post: 1335, member: 107"] [b]Lord Zardoz's Early Goblins[/b] Ok, here is my first contribution to this thread. However, it takes a different tact then most other posts thus far. Infernal Goblin Warrior L1; small humanoid outsider; AL LE HD 1d8; hp 7; Init +1; Spd 30 ft; AC 15; Atk +0 melee or +2 ranged; SQ: Darkvision 60 ft; SA: Smite Good; Cold / Fire resistance 5; SV Fort +0, Ref +3, Will +0; Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8. Skills: (32 points) Bluff +3, Climb +3, Disable Device +3, Hide +3 (+4*), Intimidate +3, Listen +3, Move Silently +3 (+4*), Open Lock +3, Pick Pocket +2, Search +3, Spot +3. (* Goblin racial bonuses: +4 for Move Silently and Hide.) Feats: Toughness, *Martial Wpn. Prof Languages: Goblin, Infernal Armor: Studded Leather, +3, check penalty -1, speed 30ft, 10 lbs. Weapons: Heavy Mace: Atk +0 melee, Dmg 1d8, crit x3 Halfspear: Atk +0 melee, +2 thrown, Dmg 1d6, crit x3, range 20ft Sling: Atk +2 ranged, Dmg 1d4, crit x2, range 50ft Possessions: A sack, containing 'blessed' sling bullets (10) in pouch. 4gp 8sp 16cp The sling bullets are at +2 hit and damage, and are crafted from iron taken from the great iron masses of Acheron. They only function either for naitives from the plane of Acheron or on that plane. Goblin Virtues: Brutality: Having spent an indeterminate amount of time on the lower plains, they have had many revelations in the ways of dealing with their opponents. After all, eating ones opponents makes a war pay for its self... Other: This goblin can be 'bolstered' by a goblin priest of Maglubiyet as though they were undead. Behind The Curtain: This is a typical example of what happens to goblins when they die. Having experienced death, they are somewhat bitter, and have been drafted into Maglubieyt's petty battles on Acheron. Once in a while, these little buggers are sent back to the prime for a second chance. The Toughness feat gives the miserable little bastard a few more hp. The sling bullets give them a littel more punch, as does the ability to be bolstered by a shaman. Tactics: Having been killed once before, one of two things happens to their way of thinking. Either they become more cautious to avoid being killed again, or they become more aggressive. The ones that become more aggressive should be treated as Barbarians. END COMMUNICATION ------------------------------------------------------------------------------ As long as I am at it, why not post a "town" statblock for a Goblin Tribe. The Gut Maggot Tribes Population: 386 General Alignment: Neutral Evil Location: Kouragoth's Forest Organization: There are 10 hunting / raiding camps within the forest of roughly 30 goblins, and the central settlement of the remaining 30. The raiding camps stay near the edge of the forest, and will steal livestock from nearby farms. Once in a while, they attack the more isolated farms. The raiding camps are also responsible for patroling their area of the forest. If the neigboring humans mount an armed expedition, they can warn the rest of the tribes. The outlying tribes also pay tributes to the central tribes or risk a mass execution. History: Kouragoth's Forest used to belong to some elves, and the goblins skulked in fear. Then one day a particularly brutal goblin leader emerged and united the tribes. He did this by utilizing the time honored goblin leadership tradition of brutally killing those who disagreed. Once most of the goblins were banded together under him, they managed to kill all the Elves, and spent the next week torturing them. Since the original leader was a paranoid type, he had a rare moment of insight, and had the tribes split up, while keeping his personal tribe smaller. Unique Features: The tribe gets its name from the way it marks the edges of its territory. Any tresspassers they find are staked out to a tree, and have their guts cut open, and a handfull of maggots placed in the wound. The victim will live for a few days of extreeme pain as the maggots eat his insides. The tribe is also very retributive. Any incursion into its territory is lured into the heart of the forest as the goblins 'retreat' before them. Once they are deep within, they are picked off one at a time by night attacks and traps. Also, 2 or 3 of the tribes take the opportunity to attack the village that sent the attack. Those few who escape find their families staked out with maggots in their guts. END COMMUNICATION ------------------------------------------------------------------------------ Yikroak Rogue 2, Sor 1; AL NE HD 2d6 + 1d4; hp 11; Init +2; Spd 30 ft; AC 16; Atk +2 melee or +3 ranged; SQ: Darkvision 60 ft; SV Fort +1, Ref +2, Will +3; /*Note: I am a bit 'old school' and still prefer rolling dice, so the stats probably don't fit the standard point buy. What can I say, sometimes even a goblin gets lucky with the dice*/ Str 11, Dex 14, Con 11, Int 16, Wis 16, Cha 16. Skills: (55 Rogue skills, 5 Sorcerer Skills) Bluff 5 +3, Climb 5, Concentration 1, Gather Information 5 +3, Hide 5 +2, Intimidate 5 +3, Listen 6 +3, Move Silently 5 +2 [+4], Pick Pocket 5 +2, Search 5 +3, Sense Motive 5 +3, Spot 6 +3; (* [ ] Goblin racial bonuses) Feats: Expertise, Dodge; Spells Per Day: 5 / 3; Spells Known: 0: Ghost Sount, Detect Magic, Detect Poison, Daze, Read Magic; 1: Charm Person, Hypnotism Languages: Common, Goblin Armor: Studded Leather, Small Shield Weapons: Dagger +1 melee, +3 ranged, 1d4, Threat 19, Crit x2 Short Sword +1 melee, 1d6, Threat 19, Crit x2 Possessions: Bone handled Dagger, 6 normal daggers, Short Sword, Crude Dice, Crude Loaded Dice, 3 Dead Rats (Dinner), Skin of rotten onion juice, part way fermented. Goblin Virtues: Cowardace: Goblins are well aware that they cannot kill larger creatures. So they dont try! Instead, they convince others to do the killing for them. Like that other goblin over there. The stupid one with the violent tendencies. Flavor: Yikroak is on the fast track to eventually controling a tribe of his own if he can avoid getting killed by his peers. From an early age, he has used black mail and coercion, and outright lies to get his siblings to do things for him. Especially those things that would get him in trouble if he did them himself. As a result, he is now an only child. Yirkoak's brother died when Yikroak convinced him to get their fathers favorite bone handled knife for him. Their father was not impressed, and beat the older child to death. Yikroak did not mind, since he never liked him any way. Recently, Yikroak has noticed that he is sometimes able to cast simple spells. He is going out of his way to hide this abiltiy, including murdering one of the older Witch doctors who recognized that power. Yikroak is thinking of becoming a priest since he recognizes the influence they weild over the tribe. At any given time, Yikroak knows nearly everything that is going on in the tribe. He uses this knowledge to blackmail nearly everyone else. If a few of the Tactics: Yikroak will stay near the back of any fight, calling in his favors to get his peers to protect him. After throwing his normal daggers, he runs and hides. If an opportunity presents its self, he will run out and get a Sneak Attack if the risk is acceptable. If he is injured in any way, he will drop and use a Bluff check to convince his opponent that he is dead. END COMMUNICATION ------------------------------------------------------------------------------ Kraagaut Ranger 2; AL NE HD 2d10; hp 15; Init +3; Spd 30 ft; AC 17; Atk +5 melee or +5 ranged; SQ: Darkvision 60 ft; SV Fort +6, Ref +3, Will -1; Str 16, Dex 17, Con 16, Int 12, Wis 8, Cha 8. Skills: (15 Ranger) Craft [Trap Making] 5 +1, Listen 5 -1, Move Silently 0 +3 [+4], Spot 5 -1; (* [ ] Goblin racial bonuses) Feats: Combat Reflexes, Ranger Pseudo Feats; Favored Enemy: Dwarves Languages: Orc, Goblin Armor: Studded Leather, Small Shield; Weapons: Dagger +5 Melee, +5 Ranged, 1d4, Threat 19, Crit x2 Half spear +5 Melee, 1d6+4, Crit x3 //used 2 handed for close fighting Javelins(8) +5 Melee, +5 Ranged, 1d6+5, Threat 19, Crit x2 Possessions: 20 feet of rope, Crude Shovel, 10 doses of green blood oil, Hat made out of dwarven beards. Goblin Virtues: Deviousness: Bunny Rabbits, Puppy dogs, Young Women, all are nice and soft and cuddly. And if you break all their legs and tie them near a trap, then someone is likely to come over and try to find out what the hell all that screaming is about, and maybe try to help. Flavor: Kraagaut is the resident trap maker for his tribe. It is his responsibility to keep the other races the hell out of their territory, or to get them killed when they invade. He likes his work, and for the most part it is very easy. Kraagaut does not rely purely on his traps being hidden, instead, he baits them. He noticed that all animals seem to be attracted to various things. Water, and food work for most creatures. For Humanoid types, gold works quite well, as does the idea of another living creature in pain. But Kraagaut truly hates Dwarves. Kraagaut has seen Dwarves either ignore the bait that takes in most other types of races. He has seen their caution keep them from rushing to the aid of injured comrades, and thus, not rushing headlong into some rather brutal traps. Kraagaut has found one weakness that works. Gold. Unfortunately, it also attracts other Goblins, so the cheiftan forbade Kraagaut from baiting traps with gold after breaking both his legs falling into a dead fall when he reached down to pick up a pile of money. He has resorted to using dwarven females, which is quite effective. Tactics: Kraagaut will typically set up ambushes that either trick an opponent into charging recklessly into a concealed pit trap or into giving up certain tactical advantages. Like charging into the middle of a clearing surrounded by goblins using the bordering bushes and trees for cover, a nearby hill to give his opponents the high ground. He will not attack directly until he is certain that his opponent has been sufficiently weakened that he can kill it with little risk to himself. END COMMUNICATION [/QUOTE]
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