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New Monsters; The Goblins of Io Rak
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<blockquote data-quote="DogBackward" data-source="post: 4262496" data-attributes="member: 50642"><p><em>Note; It won't let me choose "Monster" as the Category for this. Anybody know why?</em></p><p></p><p><strong>The Goblins of Io Rak</strong></p><p>For my first adventure, of my first 4e campaign, I'm gonna be using the Pits of Io Rach idea from the old Book of Vile Darkness. And yes, I'm aware that I spelled "Io Rach" wrong. I meant to.</p><p></p><p>Anyway, the basic idea is a series of pits full of vile alchemical substances that wreak disgusting physical changes on those who are immersed in them. I'm using a series of pits in an abandoned dwarven mine, and trying to get a bit more creative with the effects of the alchemical baths than "get bigger and get stronger".</p><p></p><p>I figured I'd put my monsters up here, just to see how everybody likes 'em.</p><p></p><p>The Pit Goblins are meant to be even weaker than most minions, and represent the failed attempts at created bad-ass alchemical monsters. The Hyde Goblins are the classic "juiced up bruiser" types, made bigger and stronger by the alchemical processes. The Puker Goblin... I'm a little worried it might be too powerful. It's meant to be a sort of "hack up some disgusting gunk and hurl it at you", but I can't tell if it's too strong as a level 2. Should I make it an Elite, or maybe increase the level a bit?</p><p></p><p>[sblock=The Pit Goblin]<strong><em><u>PIT GOBLIN</u></em></strong></p><p><strong><em>Type and Exp;</em></strong> Small Humanoid Minion 1 (Alchemical)</p><p>(25 xp)</p><p></p><p><strong><em>Initiative;</em></strong> +0 </p><p><strong><em>Senses;</em></strong> Perception -1; Low Light Vision</p><p><strong><em>HP;</em></strong> 1 (A missed attack never damages a minion)</p><p><strong><em>AC;</em></strong> 12</p><p><strong><em>Fort;</em></strong> 12</p><p><strong><em>Ref;</em></strong> 10</p><p><strong><em>Will;</em></strong> 9</p><p></p><p><strong><em>Resist;</em></strong> Acid 1, Poison 1, Disease 1</p><p><strong><em>Vulnerable;</em></strong> Fire 5</p><p><strong><em>Speed;</em></strong> 4 squares</p><p></p><p><strong><em>Alignment;</em></strong> Unaligned</p><p><strong><em>Languages;</em></strong> Understands Common and Goblin</p><p><strong><em>Skills;</em></strong> Endurance (+7)</p><p></p><p><strong><em>Str;</em></strong> 12 (+1)</p><p><strong><em>Con;</em></strong> 15 (+2)</p><p><strong><em>Dex;</em></strong> 10 (+0)</p><p><strong><em>Int;</em></strong> 1 (-5)</p><p><strong><em>Wis;</em></strong> 8 (-1)</p><p><strong><em>Cha;</em></strong> 1 (-5)</p><p></p><p><strong><em>Attack;</em></strong> Putrid Slam; +1 vs. AC</p><p><strong><em>Type;</em></strong> Standard, At-Will, <strong>Melee</strong></p><p><strong><em>Hit;</em></strong> 1d6+1 damage and 1 Acid, 1 Disease damage and 1 Poison damage</p><p></p><p><strong><em>Attack;</em></strong> Putrid Eruption; Auto-Hit</p><p><strong><em>Type;</em></strong> Immediate Reaction, Encounter, <strong>Close Burst 1</strong></p><p><strong><em>Trigger;</em></strong> When reduced to 0 HP</p><p><strong><em>Hit;</em></strong> All creatures in the burst take 1 Acid, 1 Disease and 1 Poison damage, and the Pit Goblin is immediately and completely destroyed[/sblock][sblock=The Hyde Goblin]<strong><em><u>Hyde Goblin</u></em></strong></p><p><strong><em>Type and Exp;</em></strong> Medium Humanoid Brute 1 (Alchemical)</p><p>(100 xp)</p><p></p><p><strong><em>Initiative;</em></strong> +1</p><p><strong><em>Senses;</em></strong> Perception +0, Low Light Vision</p><p><strong><em>HP;</em></strong> 37</p><p><strong><em>Bloodied;</em></strong> 18</p><p><strong><em>AC;</em></strong> 13</p><p><strong><em>Fort;</em></strong> 15</p><p><strong><em>Ref;</em></strong> 11</p><p><strong><em>Will;</em></strong> 10</p><p></p><p><strong><em>Speed;</em></strong> 6 squares</p><p></p><p><strong><em>Alignment;</em></strong> Unaligned</p><p><strong><em>Languages;</em></strong> Understands Common and Goblin</p><p><strong><em>Skills;</em></strong> Endurance (+8)</p><p><strong><em>Str;</em></strong> 15 (+2)</p><p><strong><em>Con;</em></strong> 17 (+3)</p><p><strong><em>Dex;</em></strong> 12 (+1)</p><p><strong><em>Int;</em></strong> 3 (-4)</p><p><strong><em>Wis;</em></strong> 10 (+0)</p><p><strong><em>Cha;</em></strong> 1 (-5)</p><p></p><p><strong><em>Attack;</em></strong> Ripping Claws; +5 vs. AC</p><p><strong><em>Type;</em></strong> Standard, At-Will, <strong>Melee</strong></p><p><strong><em>Hit;</em></strong> 2d6+2 damage</p><p></p><p><strong><em>Attack;</em></strong> Rending Claws; +5 vs. Reflex</p><p><strong><em>Type;</em></strong> Standard, At-Will, <strong>Melee</strong></p><p><strong><em>Hit;</em></strong> 1d6+2 damage and target is Grabbed</p><p></p><p><strong><em>Attack;</em></strong> Shift Grip; +5 vs. Reflex</p><p><strong><em>Type;</em></strong> Immediate Interupt, At-Will</p><p><strong><em>Trigger;</em></strong> When Grabbed target escapes Grab</p><p><strong><em>Hit;</em></strong> Target is Grabbed again, and does not escape</p><p></p><p><strong><em>Attack;</em></strong> Rip and Tear; +5 vs. Fortitude</p><p><strong><em>Type;</em></strong> Standard, Encounter, <strong>Melee</strong></p><p><strong><em>Hit;</em></strong> 4d6+2 damage, can only be used agaisnt a Grabbed target</p><p><strong><em>Miss;</em></strong> Half damage, and the target escapes the Grab[/sblock][sblock=The Puker Goblin]<strong><u><em>Puker Goblin</em></u></strong></p><p><strong><em>Type and Exp;</em></strong> Small Humanoid Artillery 2 (Alchemical)</p><p>(125 xp)</p><p></p><p><strong><em>Initiative;</em></strong> +3</p><p><strong><em>Senses;</em></strong> Perception +2, Low Light Vision</p><p><strong><em>HP;</em></strong> 35</p><p><strong><em>Bloodied;</em></strong> 16</p><p><strong><em>AC;</em></strong> 15</p><p><strong><em>Fort;</em></strong> 16</p><p><strong><em>Ref;</em></strong> 13</p><p><strong><em>Will;</em></strong> 12</p><p></p><p><strong><em>Resist;</em></strong> Acid 5, Disease 5, Poison 5</p><p><strong><em>Vulnerable;</em></strong> Fire 10</p><p><strong><em>Saves;</em></strong> +5 vs. Acid, Disease or Poison</p><p><strong><em>Speed;</em></strong> 4 squares</p><p></p><p><strong><em>Aura; Alchemical Stench (Aura 5)</em></strong></p><p>All non-Alchemical creatures within the aura take a -1 penalty to all attacks, damage, defenses and saves. A save ends this effect for the encounter. Saves to end the Alchemical Stench aura's effects take an additional -1 penalty per Alchemical Stench aura active on the target.</p><p></p><p><strong><em>Alignment;</em></strong> Unaligned</p><p><strong><em>Languages;</em></strong> Common, Goblin</p><p><strong><em>Skills;</em></strong> Endurance (+9); Arcana (+6)</p><p><strong><em>Str;</em></strong> 8 (+0)</p><p><strong><em>Con;</em></strong> 17 (+4)</p><p><strong><em>Dex;</em></strong> 15 (+3)</p><p><strong><em>Int;</em></strong> 10 (+1)</p><p><strong><em>Wis;</em></strong> 12 (+2)</p><p><strong><em>Cha;</em></strong> 1 (-4)</p><p></p><p><strong><em>Attack;</em></strong> Mucus Gob; +10 vs. Reflex</p><p><strong><em>Type;</em></strong> Standard, At-Will, <strong>Ranged 5</strong></p><p><strong><em>Hit;</em></strong> 1d4 Acid damage, 1d4 Disease damage and 1d4 Poison damage</p><p></p><p><strong><em>Attack;</em></strong> Venom Spray; +8 vs. Reflex</p><p><strong><em>Type;</em></strong> Standard, Recharge <img src="http://www.enworld.org/forum/images/smilies/5.gif" class="smilie" loading="lazy" alt=":5:" title="Five :5:" data-shortname=":5:" /> <img src="http://www.enworld.org/forum/images/smilies/6.gif" class="smilie" loading="lazy" alt=":6:" title="Six :6:" data-shortname=":6:" />, <strong>Close Blast 3</strong></p><p><strong><em>Hit;</em></strong> 2d4+3 Poison damage, and ongoing 5 Poison damage (Save ends)</p><p><strong><em>Miss;</em></strong> Half damage, and no ongoing damage</p><p></p><p><strong><em>Attack;</em></strong> Blood Spew; +8 vs. Reflex</p><p><strong><em>Type;</em></strong> Immediate Reaction, Encounter, <strong>Close Burst 1</strong></p><p><strong><em>Hit;</em></strong> 1d4 Acid damage, 1d4 Disease damage and 1d4 Poison damage, and ongoing 1 Acid, 1 Disease and 1 Poison damage (Save ends all)</p><p><strong><em>Miss;</em></strong> Half damage, no ongoing damage</p><p></p><p><strong><em>Attack;</em></strong> Death Spew; +8 vs. Reflex</p><p><strong><em>Type;</em></strong> Immediate Reaction, Encounter, <strong>Close Burst 2</strong></p><p><strong><em>Hit;</em></strong> 2d4 Acid damage, 2d4 Disease damage and 2d4 Poison damage, and ongoing 5 damage, which is Acid, Disease and Poison (Save ends). You must have resistance to all damage types to resist any damage, and you use your lowest resistance. If you are vulnerable to any of the damage types, you take the extra damage </p><p><strong><em>Miss;</em></strong> Half damage, no ongoing damage</p><p></p><p><strong><em>Attack;</em></strong> Slick Skin</p><p><strong><em>Type;</em></strong> Minor, Encounter, <strong>Personal</strong></p><p><strong><em>Hit;</em></strong> The Puker Goblin immediately escapes any grab or non-mental immobility effect, and has a +5 to defense against all such immobility effects for the rest of the encounter</p><p></p><p>(( Obviously, the DM may need to make a judgement call on what immobilizing effects might be affected by slick skin ))[/sblock]</p></blockquote><p></p>
[QUOTE="DogBackward, post: 4262496, member: 50642"] [i]Note; It won't let me choose "Monster" as the Category for this. Anybody know why?[/i] [b]The Goblins of Io Rak[/b] For my first adventure, of my first 4e campaign, I'm gonna be using the Pits of Io Rach idea from the old Book of Vile Darkness. And yes, I'm aware that I spelled "Io Rach" wrong. I meant to. Anyway, the basic idea is a series of pits full of vile alchemical substances that wreak disgusting physical changes on those who are immersed in them. I'm using a series of pits in an abandoned dwarven mine, and trying to get a bit more creative with the effects of the alchemical baths than "get bigger and get stronger". I figured I'd put my monsters up here, just to see how everybody likes 'em. The Pit Goblins are meant to be even weaker than most minions, and represent the failed attempts at created bad-ass alchemical monsters. The Hyde Goblins are the classic "juiced up bruiser" types, made bigger and stronger by the alchemical processes. The Puker Goblin... I'm a little worried it might be too powerful. It's meant to be a sort of "hack up some disgusting gunk and hurl it at you", but I can't tell if it's too strong as a level 2. Should I make it an Elite, or maybe increase the level a bit? [sblock=The Pit Goblin][b][i][u]PIT GOBLIN[/u][/i][/b] [b][i]Type and Exp;[/i][/b] Small Humanoid Minion 1 (Alchemical) (25 xp) [b][i]Initiative;[/i][/b] +0 [b][i]Senses;[/i][/b] Perception -1; Low Light Vision [b][i]HP;[/i][/b] 1 (A missed attack never damages a minion) [b][i]AC;[/i][/b] 12 [b][i]Fort;[/i][/b] 12 [b][i]Ref;[/i][/b] 10 [b][i]Will;[/i][/b] 9 [b][i]Resist;[/i][/b] Acid 1, Poison 1, Disease 1 [b][i]Vulnerable;[/i][/b] Fire 5 [b][i]Speed;[/i][/b] 4 squares [b][i]Alignment;[/i][/b] Unaligned [b][i]Languages;[/i][/b] Understands Common and Goblin [b][i]Skills;[/i][/b] Endurance (+7) [b][i]Str;[/i][/b] 12 (+1) [b][i]Con;[/i][/b] 15 (+2) [b][i]Dex;[/i][/b] 10 (+0) [b][i]Int;[/i][/b] 1 (-5) [b][i]Wis;[/i][/b] 8 (-1) [b][i]Cha;[/i][/b] 1 (-5) [b][i]Attack;[/i][/b] Putrid Slam; +1 vs. AC [b][i]Type;[/i][/b] Standard, At-Will, [b]Melee[/b] [b][i]Hit;[/i][/b] 1d6+1 damage and 1 Acid, 1 Disease damage and 1 Poison damage [b][i]Attack;[/i][/b] Putrid Eruption; Auto-Hit [b][i]Type;[/i][/b] Immediate Reaction, Encounter, [b]Close Burst 1[/b] [b][i]Trigger;[/i][/b] When reduced to 0 HP [b][i]Hit;[/i][/b] All creatures in the burst take 1 Acid, 1 Disease and 1 Poison damage, and the Pit Goblin is immediately and completely destroyed[/sblock][sblock=The Hyde Goblin][b][i][u]Hyde Goblin[/u][/i][/b] [b][i]Type and Exp;[/i][/b] Medium Humanoid Brute 1 (Alchemical) (100 xp) [b][i]Initiative;[/i][/b] +1 [b][i]Senses;[/i][/b] Perception +0, Low Light Vision [b][i]HP;[/i][/b] 37 [b][i]Bloodied;[/i][/b] 18 [b][i]AC;[/i][/b] 13 [b][i]Fort;[/i][/b] 15 [b][i]Ref;[/i][/b] 11 [b][i]Will;[/i][/b] 10 [b][i]Speed;[/i][/b] 6 squares [b][i]Alignment;[/i][/b] Unaligned [b][i]Languages;[/i][/b] Understands Common and Goblin [b][i]Skills;[/i][/b] Endurance (+8) [b][i]Str;[/i][/b] 15 (+2) [b][i]Con;[/i][/b] 17 (+3) [b][i]Dex;[/i][/b] 12 (+1) [b][i]Int;[/i][/b] 3 (-4) [b][i]Wis;[/i][/b] 10 (+0) [b][i]Cha;[/i][/b] 1 (-5) [b][i]Attack;[/i][/b] Ripping Claws; +5 vs. AC [b][i]Type;[/i][/b] Standard, At-Will, [b]Melee[/b] [b][i]Hit;[/i][/b] 2d6+2 damage [b][i]Attack;[/i][/b] Rending Claws; +5 vs. Reflex [b][i]Type;[/i][/b] Standard, At-Will, [b]Melee[/b] [b][i]Hit;[/i][/b] 1d6+2 damage and target is Grabbed [b][i]Attack;[/i][/b] Shift Grip; +5 vs. Reflex [b][i]Type;[/i][/b] Immediate Interupt, At-Will [b][i]Trigger;[/i][/b] When Grabbed target escapes Grab [b][i]Hit;[/i][/b] Target is Grabbed again, and does not escape [b][i]Attack;[/i][/b] Rip and Tear; +5 vs. Fortitude [b][i]Type;[/i][/b] Standard, Encounter, [b]Melee[/b] [b][i]Hit;[/i][/b] 4d6+2 damage, can only be used agaisnt a Grabbed target [b][i]Miss;[/i][/b] Half damage, and the target escapes the Grab[/sblock][sblock=The Puker Goblin][b][u][i]Puker Goblin[/i][/u][/b] [b][i]Type and Exp;[/i][/b] Small Humanoid Artillery 2 (Alchemical) (125 xp) [b][i]Initiative;[/i][/b] +3 [b][i]Senses;[/i][/b] Perception +2, Low Light Vision [b][i]HP;[/i][/b] 35 [b][i]Bloodied;[/i][/b] 16 [b][i]AC;[/i][/b] 15 [b][i]Fort;[/i][/b] 16 [b][i]Ref;[/i][/b] 13 [b][i]Will;[/i][/b] 12 [b][i]Resist;[/i][/b] Acid 5, Disease 5, Poison 5 [b][i]Vulnerable;[/i][/b] Fire 10 [b][i]Saves;[/i][/b] +5 vs. Acid, Disease or Poison [b][i]Speed;[/i][/b] 4 squares [b][i]Aura; Alchemical Stench (Aura 5)[/i][/b] All non-Alchemical creatures within the aura take a -1 penalty to all attacks, damage, defenses and saves. A save ends this effect for the encounter. Saves to end the Alchemical Stench aura's effects take an additional -1 penalty per Alchemical Stench aura active on the target. [b][i]Alignment;[/i][/b] Unaligned [b][i]Languages;[/i][/b] Common, Goblin [b][i]Skills;[/i][/b] Endurance (+9); Arcana (+6) [b][i]Str;[/i][/b] 8 (+0) [b][i]Con;[/i][/b] 17 (+4) [b][i]Dex;[/i][/b] 15 (+3) [b][i]Int;[/i][/b] 10 (+1) [b][i]Wis;[/i][/b] 12 (+2) [b][i]Cha;[/i][/b] 1 (-4) [b][i]Attack;[/i][/b] Mucus Gob; +10 vs. Reflex [b][i]Type;[/i][/b] Standard, At-Will, [b]Ranged 5[/b] [b][i]Hit;[/i][/b] 1d4 Acid damage, 1d4 Disease damage and 1d4 Poison damage [b][i]Attack;[/i][/b] Venom Spray; +8 vs. Reflex [b][i]Type;[/i][/b] Standard, Recharge :5: :6:, [b]Close Blast 3[/b] [b][i]Hit;[/i][/b] 2d4+3 Poison damage, and ongoing 5 Poison damage (Save ends) [b][i]Miss;[/i][/b] Half damage, and no ongoing damage [b][i]Attack;[/i][/b] Blood Spew; +8 vs. Reflex [b][i]Type;[/i][/b] Immediate Reaction, Encounter, [b]Close Burst 1[/b] [b][i]Hit;[/i][/b] 1d4 Acid damage, 1d4 Disease damage and 1d4 Poison damage, and ongoing 1 Acid, 1 Disease and 1 Poison damage (Save ends all) [b][i]Miss;[/i][/b] Half damage, no ongoing damage [b][i]Attack;[/i][/b] Death Spew; +8 vs. Reflex [b][i]Type;[/i][/b] Immediate Reaction, Encounter, [b]Close Burst 2[/b] [b][i]Hit;[/i][/b] 2d4 Acid damage, 2d4 Disease damage and 2d4 Poison damage, and ongoing 5 damage, which is Acid, Disease and Poison (Save ends). You must have resistance to all damage types to resist any damage, and you use your lowest resistance. If you are vulnerable to any of the damage types, you take the extra damage [b][i]Miss;[/i][/b] Half damage, no ongoing damage [b][i]Attack;[/i][/b] Slick Skin [b][i]Type;[/i][/b] Minor, Encounter, [b]Personal[/b] [b][i]Hit;[/i][/b] The Puker Goblin immediately escapes any grab or non-mental immobility effect, and has a +5 to defense against all such immobility effects for the rest of the encounter (( Obviously, the DM may need to make a judgement call on what immobilizing effects might be affected by slick skin ))[/sblock] [/QUOTE]
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