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<blockquote data-quote="gamecat" data-source="post: 974603" data-attributes="member: 3144"><p>Happy action fun time...</p><p></p><p><strong>Gob'lar</strong></p><p><strong>Small Outsider</strong></p><p>Hit Dice: 1d8-1 (3 hp)</p><p>Initiative: +1 (Dex)</p><p>Speed: 30 ft, Fly 20 ft (poor)</p><p>AC: 15 (+1 Size, +1 Dex, +3 Studded Leather)</p><p>Attacks: Trident +0 melee or +1 ranged</p><p>Damage: Trident 1d8-1</p><p>Face/Reach: 5 ft by 5 ft/5 ft</p><p>Special Attacks: Gob'lar Spores</p><p>Special Qualites: Fire and Acid Resistance 5</p><p>Saves: Fort +1, Ref +3, Will +2</p><p>Abilities: Str 8, Dex 13, Con 9, Int 11, Wis 10, Cha 8</p><p>Skills: Hide +7, Listen +2, Move (Fly) Silently +3*, Spot +2</p><p><hr></p><p>Climate/Terrain: Any land or underground</p><p>Organization: Pair, Squad (2-7), or Gang (3-18)</p><p>Challenge Rating: 1</p><p>Treasure: Normal</p><p>Alignment: Usually Neutral Evil</p><p>Advancement: By character class</p><p></p><p>Gob'lars are either the offspring of minor demons with goblins, or one of the mad Vivimancer Enslemar MacDuff's crazed experiments. At any rate, a Gob'lar looks much like a goblin, save a larger braincase, little demonic horns, and most strikingly, a large pair of moth wings. These wings exude a mildly toxic pollen.</p><p></p><p><strong>Combat</strong></p><p>Gob'lars attack en masse or do not attack at all. Once engaged, they prefer to remain airborne, dropping rocks and other heavy objects after tossing thier tridents.</p><p></p><p><strong>Gob'lar Spores:</strong> As previously mentioned, Gob'lar wings exude a mildly toxic pollen. Whenever a Gob'lar flies over an opponent, they must make a fortitude save (DC 9) or take 1d2 points of temporary strength damage. A second save is necessary one minute later (failure results in acute sleeping and a -4 penalty to all future saves against Gob'lar spores.</p><p></p><p><strong>Skills:</strong> Gob'lars can fly with amazing stealthiness. A Gob'lar recieves +4 to all fly silently checks.</p><p></p><p><strong>Gob'lar Characters:</strong> A Gob'lar's favored class is rogue.</p></blockquote><p></p>
[QUOTE="gamecat, post: 974603, member: 3144"] Happy action fun time... [b]Gob'lar Small Outsider[/b] Hit Dice: 1d8-1 (3 hp) Initiative: +1 (Dex) Speed: 30 ft, Fly 20 ft (poor) AC: 15 (+1 Size, +1 Dex, +3 Studded Leather) Attacks: Trident +0 melee or +1 ranged Damage: Trident 1d8-1 Face/Reach: 5 ft by 5 ft/5 ft Special Attacks: Gob'lar Spores Special Qualites: Fire and Acid Resistance 5 Saves: Fort +1, Ref +3, Will +2 Abilities: Str 8, Dex 13, Con 9, Int 11, Wis 10, Cha 8 Skills: Hide +7, Listen +2, Move (Fly) Silently +3*, Spot +2 <hr> Climate/Terrain: Any land or underground Organization: Pair, Squad (2-7), or Gang (3-18) Challenge Rating: 1 Treasure: Normal Alignment: Usually Neutral Evil Advancement: By character class Gob'lars are either the offspring of minor demons with goblins, or one of the mad Vivimancer Enslemar MacDuff's crazed experiments. At any rate, a Gob'lar looks much like a goblin, save a larger braincase, little demonic horns, and most strikingly, a large pair of moth wings. These wings exude a mildly toxic pollen. [b]Combat[/b] Gob'lars attack en masse or do not attack at all. Once engaged, they prefer to remain airborne, dropping rocks and other heavy objects after tossing thier tridents. [b]Gob'lar Spores:[/b] As previously mentioned, Gob'lar wings exude a mildly toxic pollen. Whenever a Gob'lar flies over an opponent, they must make a fortitude save (DC 9) or take 1d2 points of temporary strength damage. A second save is necessary one minute later (failure results in acute sleeping and a -4 penalty to all future saves against Gob'lar spores. [b]Skills:[/b] Gob'lars can fly with amazing stealthiness. A Gob'lar recieves +4 to all fly silently checks. [b]Gob'lar Characters:[/b] A Gob'lar's favored class is rogue. [/QUOTE]
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