gamecat
Explorer
And everytime I thought my players were immature... I'll bite anyway... Stat Block Ranger to the rescue! [you can leave the "magical genetic experiment" out, that is fer my campaign]
Gob'lar
Small Outsider
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.
Combat
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.
Gob'lar Spores: 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.
Skills: Gob'lars can fly with amazing stealthiness. A Gob'lar recieves +4 to all fly silently checks.
Gob'lar Characters: A Gob'lar's favored class is rogue.
[the CR may be off, but hey, you get what you pay for. I hope you like it]
Gob'lar
Small Outsider
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.
Combat
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.
Gob'lar Spores: 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.
Skills: Gob'lars can fly with amazing stealthiness. A Gob'lar recieves +4 to all fly silently checks.
Gob'lar Characters: A Gob'lar's favored class is rogue.
[the CR may be off, but hey, you get what you pay for. I hope you like it]