trentonjoe
Explorer
These are made using Krishnath's templates found here:
http://enworld.cyberstreet.com/show...&threadid=18881
I made a couple modifications but that core of it is the blue guys. Suggestions? Comments?
Half-Ice Para-Elemental Goblins
Medium Outsider (Ice)
Hit Dice: 2d8+6 (15 hp)
Initiative: +0
Speed: 30 ft.
AC: 17 (+3 studded leather, +2 large shield, +2 natural)
Attacks: Half Spear +4, Javelin +2
Damage: Halfspear 1d6 +2; or javelin 1d6+2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spells, Channel spell
Special Qualities: Darkvision 60 ft., Elemental traits
Saves: Fort +6, Ref +3, Will +4
Abilities: Str 14, Dex 11, Con 17, Int 10, Wis 13, Cha_8
Skills: Hide +5, Listen +8, Move Silently +9, Spot +8, Swim +7, Ride +5, Jump +7, Knowledge (local) +2 (does not include armor check penalty)
Feats: Alertness,
Climate/Terrain: Cold land and water
Organization: Small tribe (usually 1-4 Half-Ice Para-Elemental Goblins and 10-20 arctic goblins; may include 1 ice para-elemental (small-large) as well)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Half-Ice Para-Elemental Goblins speak Goblin; those with Intelligence scores of 12 or above also speak Common.
Combat
They favor ambushes, overwhelming odds, dirty tricks, and any other edge they can devise. Typical plans consist of clinging to icebergs and “steering” them into passing boats. These goblins will also pepper sailors with missile attacks from icebergs before trying to board damaged ships.
Channel Spell: These goblins can channel their Chill Touch spell like ability into a weapon. The weapon then does an additional 1d6 cold damage and 1 point of temporary strength damage. A successful Fortitude save (DC 11) negates the ability damage. This effect will last until there are two successful attacks.
Spell-like Abilities: 1/day - Chill touch. This is as the spell cast by a 2nd level sorcerer. Save DC: 9 plus spell level.
Elemental traits:
Half-paraelementals are immune to disease and gain a +4 racial bonus against poison. In addition they get the Icewalking special quality (described under the White Dragon entry in the MM)
Skills: Goblins gain a +4 racial bonus to Move Silently checks
http://enworld.cyberstreet.com/show...&threadid=18881
I made a couple modifications but that core of it is the blue guys. Suggestions? Comments?
Half-Ice Para-Elemental Goblins
Medium Outsider (Ice)
Hit Dice: 2d8+6 (15 hp)
Initiative: +0
Speed: 30 ft.
AC: 17 (+3 studded leather, +2 large shield, +2 natural)
Attacks: Half Spear +4, Javelin +2
Damage: Halfspear 1d6 +2; or javelin 1d6+2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spells, Channel spell
Special Qualities: Darkvision 60 ft., Elemental traits
Saves: Fort +6, Ref +3, Will +4
Abilities: Str 14, Dex 11, Con 17, Int 10, Wis 13, Cha_8
Skills: Hide +5, Listen +8, Move Silently +9, Spot +8, Swim +7, Ride +5, Jump +7, Knowledge (local) +2 (does not include armor check penalty)
Feats: Alertness,
Climate/Terrain: Cold land and water
Organization: Small tribe (usually 1-4 Half-Ice Para-Elemental Goblins and 10-20 arctic goblins; may include 1 ice para-elemental (small-large) as well)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Half-Ice Para-Elemental Goblins speak Goblin; those with Intelligence scores of 12 or above also speak Common.
Combat
They favor ambushes, overwhelming odds, dirty tricks, and any other edge they can devise. Typical plans consist of clinging to icebergs and “steering” them into passing boats. These goblins will also pepper sailors with missile attacks from icebergs before trying to board damaged ships.
Channel Spell: These goblins can channel their Chill Touch spell like ability into a weapon. The weapon then does an additional 1d6 cold damage and 1 point of temporary strength damage. A successful Fortitude save (DC 11) negates the ability damage. This effect will last until there are two successful attacks.
Spell-like Abilities: 1/day - Chill touch. This is as the spell cast by a 2nd level sorcerer. Save DC: 9 plus spell level.
Elemental traits:
Half-paraelementals are immune to disease and gain a +4 racial bonus against poison. In addition they get the Icewalking special quality (described under the White Dragon entry in the MM)
Skills: Goblins gain a +4 racial bonus to Move Silently checks
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