I would like a CR estimate.

Lord Zardoz

Explorer
I recently used some customized Fiendish Goblins in combat against my players. They turned out to be much more effective than I had expected them to be. Part of it was I was simply rolling absurdly well. The other part of it is that I shuffled some stats around, dumping more into Str and Dex.

Anyway, I would like to know what you think the CR of these Fiendish Goblins ought to be.

Fiendish Goblin: Small (Goblinoid); HD 1d8+1; HP: 5; Init +3(Dex);
Spd 30ft; AC 17 touch 14, Flatfooted 14 (+1 Sz, +3 Dex ,+2 Leather Armour, +1 Light Shield);
Bab/Gpl +1/-1; Atk +4 Morningstar 1d6+2, (B/P), +6 Javelin 1d4+2, Range Inc 30 Ft (P);
SU Smite Good 1 / day; SQ Resist Cold / Fire 5, Spell Resist 6, Dark Vision 60ft;
AL NE, Saves Fort +3, Ref +2, Will –1; Str 14, Dex 16, Con 12, Int 10, Wis 9, Cha 6;
Skills: Hide +7, Listen +2, Move Silently +7, Ride +4, Spot +2; Feats: Wpn Focus (javelin)
Eqp: Leather, Small Shield, Small Morningstar, 3 Small Javelins;

Anyway, the bumps to Str and Dex are what really put them over the standard goblins. The goblins they are based off of would have Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6;

How much do the enhanced Str and Dex affect the CR, of at all?

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CR 1 does sound a bit high to me though. A Gnoll is also CR 1. It has 11 HP, does 1d8+2 Dmg per hit. Then again, a Gnoll would have lower AC, lower to hit.

For these goblins, the Smite Good is mostly useless, giving no bonus to hit (Cha 6 is a penalty), and only adding +1 dmg. The SR is good though. If the Sorcerer player had shown up today, his spells would be alot less effective.

The big difference to me is the HP. The fight in question could have gone much better if the party fighter did not botch nearly every roll he made for the fight in question. 5 Hp makes them 1 hit wonders most of the time.

I am thinking either 2/3 or 3/4 for the CR. Your thoughts?

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I'd say CR 1 as well. 17 is a high armor class for level 1 and that in combination with resistances and SR makes them slightly more difficult to defeat.
 

The characters in this case were character level 3. For what its worth, the fight involved 10 of these Fiendish goblins + 4th level druid caster (modified Sunless Citidel end fight).

That, and my dice were on fire. I managed to roll an abnormal amount of hits, and more then a few criticals. One player took away the offending D20 after it scored 5 rolls above 17 out of 8 attacks, only to have one of my other dice catch fire.

Fight was epic and satisfying, but also harder than expected. 1d6+2 adds up, and even with 2 clerics present, it was a very, very close fight.

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i'd put them at CR 1 the plus 3 to str and dex plus a templat the high ac is going to be a pain of a low level group the burning hands spell loses most of its effect and cast level three or less and it is the most common area spell at frist level
 



Ok. I am surprised at the answer, but since its pretty unanimous, the players will be giving experience based on these nasty little bastards being CR 1.

Thanks.

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CR 1

AC, SR, and the javelin Atk/Dam puts it over the edge of CR 1/2. And since there's no such thing as CR 3/4......:)
 

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