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The Great Goblin Hordes.
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<blockquote data-quote="Minigiant" data-source="post: 4774173" data-attributes="member: 63508"><p>Here I will describe a major organization of my campaign, the Great Goblin Hordes. The Great Goblin Hordes may a great enemy all the way to about level 15. The GGH in my world are backed by a powerful supernatural being and despise the fey so conversion may be needed if you use them.</p><p> </p><p>The Great Goblin Hordes is a collection of 5 large roaming armies of goblinkind. These dangerous nomads move from place to place to collect resources for the sacred mission: conquering of the fey. Backed by a godly ally, the Great Goblin Hordes take lands to fuel their wars with the fey.</p><p>Although nomadic, the hordes move very slowly. They are often too large to move with a major city to claim as their home. A horde will take a city and build until they are ready to strike an elven kingdom or drow empire. They use extreme military discipline to establish the control needed to feed and arm their armies.</p><p>The largest of the hordes is the Blackhair Horde. Unlike the other hordes, they are allowed to raise non-goblins to ranks other than slave. Humans, shifters, and orcs are often found in their tents. Blackhairs are brutal and rely on their numbers to stomp their enemies into dust. Blackhair Horde is in charge of feeding and arming the other hordes after deafeat or when conquered lands are stripped dry.</p><p>The Redhair Horde is the most barbaric and primal of the hordes. This is mostly due to their bugbear leadership. Theses are explorers of the Goblin Hordes and are often sent first when war is declared by the Horde Cheiftans to break fortified lands. Goblins of other hordes found to be too wild to control are sent to the Redhairs to fight.</p><p>The Goldhair are the most elite of the Great Goblin Hordes. Those fewest in number, Goldhair warriors are the strongest and most religous of the Hordes. Goldhair priests are able to bind angels to the spirts of their warriors so they can transform into flying death machines. They are charge with dealing with the most powerful enemies.</p><p>The Ghosthair Horde is made of almost a quarter undead. They are as bald as they are cunning. Most Ghosthairs are trained in some necromancy. They attack orges, giants, trolls, onis, and other larger beings to raise their corpses as huge warriors. The Ghosthair are called in when a fortress is well fortified.</p><p>The Whitehair Horde is mostly found underground and are tasked to destroy the drow and fomorians. Their long bleached hair is often the last thing many drow see before death. Tehir blades are made to kill fey in the dark.</p><p> </p><p> </p><p><strong><span style="font-size: 12px">Brownhair Swordsman</span></strong> Level 5 Minion</p><p><span style="color: white">Medium Natural Humanoid XP 50 </span></p><p>---</p><p><span style="color: white"><strong>Initiative</strong> +6 <strong>Senses</strong> Perception +4, low-light vision </span></p><p><span style="color: white"><strong>HP</strong> 1; a missed attack never damages a minion </span></p><p><span style="color: white"><strong>AC</strong> 19; <strong>Fortitude</strong> 17, <strong>Reflex</strong> 15, <strong>Will</strong> 14 </span></p><p><span style="color: white"><strong>Speed</strong> 6 </span></p><p>---</p><p><span style="color: white"><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> <strong>Longsword </strong>(standard; at-will) W<strong>eapon</strong> </span></p><p>+7 vs. AC; 5 damage </p><p> </p><p><strong>Hobgoblin Resilience</strong></p><p> </p><p><strong>Ally Guard</strong></p><p>The brownhair swordsman gains resist 10 when adjacent to an ally.</p><p> </p><p><span style="color: white"><strong>Alignment</strong> Evil <strong>Languages</strong> Common, Goblin </span></p><p><span style="color: white"><strong>Skills</strong> Athletics +10, History +8, </span></p><p><span style="color: white">Str 19 Dex 16 Wis 16 </span></p><p><span style="color: white">Con 15 Int 16 Cha 10 </span></p><p><span style="color: white"><strong>Equipment</strong> scale armor, light shield, longsword</span></p><p> </p><p>-------------------------------------------------------------------------------------- </p><p> </p><p><span style="font-size: 12px"><strong>Redhair Bloodmaul </strong></span><span style="font-size: 10px">level 6 brute</span></p><p>Medium natural Humaniod XP 250</p><p>---</p><p>Initiative +6; Senses Perception +6, low-light vision</p><p>HP 86; Bloodied 43</p><p>AC 19; Fortitude 20; Reflex 16; Will 16</p><p>Speed 6</p><p>---</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> <strong>Maul</strong> (standard; at will) <strong>Weapon</strong></p><p>+5 vs. AC; 2d6+6 damage (crit 18) </p><p> </p><p><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> <strong>Redsmash</strong> (standard; at will) <strong>Weapon, Fear</strong> </p><p>Bloodied targets only, +4 vs. Fortitude; 2d6+6 damage and the target is pushed 3 squares and knocked prone.</p><p> </p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> <strong>Feyhalting Blood </strong>(minor, while bloodied, at will)</p><p>Ranged 5; the target cannot teleport or turn invisible (save ends both). Fey creatures take a -5 penalty to their saving throw.</p><p> </p><p><strong>Peredatory Eye</strong> (minor: encounter)</p><p> </p><p>---</p><p><strong>Alignment</strong> Evil; <strong>Languages;</strong> Common, Goblin</p><p>Skills: Intimidate +9 Stealth+ 13</p><p>Str 20; Dex 16; Wis 13</p><p>Con 18; Int 11; Cha 8</p><p><strong>Equipment</strong> scale armor, maul</p><p> </p><p>-----------------------------------------------------------------------------------</p><p> </p><p><strong>Goldhair Angelbinded</strong> Level 16 Soldier</p><p>Medium Natural Humanoid XP 1400</p><p>---</p><p><strong>Initiative</strong> +12 <strong>Senses</strong> Perception +12, low-light vision </p><p><strong>HP</strong> 188, <strong>Bloodied</strong> 94</p><p><strong>AC</strong> 19; <strong>Fortitude</strong> 17, <strong>Reflex</strong> 15, <strong>Will</strong> 14 </p><p><strong>Speed</strong> 6 </p><p>---</p><p><strong><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Longsword and Dagger </strong>(standard; at-will) W<strong>eapon</strong>, <strong>Radiant</strong></p><p>+19 vs. AC; 1d8+6 damage plus 1d4 radiant damage and the target is slowed until the end of the goldhair angelbineded next turn.</p><p> </p><p><strong>Hobgoblin Resilience</strong></p><p> </p><p><strong>Release Angelbind </strong>(move, sustain minor, while bloodied, encounter) <strong>Polymorph</strong></p><p>The goldhair angelbineded transforms into an angel of valor until end of turn. The goldhair angelbinded uses the angel of valor statistics instead of his own, except for hitpoints. The goldhair angelbineded gains a +4 bonus to attack and damage rolls until the end of its next run when it sustains this power.</p><p> </p><p><strong>Alignment</strong> Evil <strong>Languages</strong> Common, Goblin, Supernal </p><p><strong>Skills</strong> Athletics +10, History +8, </p><p>Str 20 Dex 16 Wis 16 </p><p>Con 15 Int 16 Cha 10 </p><p><strong>Equipment</strong> scale armor, longsword, dagger</p><p> </p><p>--------------------------------------------------------------------------------------</p><p> </p><p><strong>Hulking Rot </strong>Level 10 Minion </p><p>Large Shadow Humanoid (undead) XP 125 </p><p>---</p><p><strong>Initiative</strong> +5 <strong>Senses</strong> Perception +5 </p><p><strong>HP</strong> 1; a missed attack never damages a minion. </p><p><strong>AC</strong> 25; <strong>Fortitude</strong> 24, <strong>Reflex</strong> 23, <strong>Will</strong> 22 </p><p><strong>Imunne</strong>: poison, disease;</p><p><strong>Resist</strong> 10 necrotic</p><p><strong>Speed</strong> 5 </p><p>---</p><p><strong><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Slam</strong> (standard; at-will)</p><p>Reach 2, +16 vs. AC; 7 damage </p><p> </p><p><strong><img src="http://www.enworld.org/forum/images/smilies/c.gif" class="smilie" loading="lazy" alt=":close:" title="Close :close:" data-shortname=":close:" /> Fall Over </strong>(immediate reaction; when dropped to 0 or fewer hit points)</p><p>The hulking rot collapses on the enemy; burst 2; +16 vs Fortitude or Reflex (whichever is higher). 10 damage and if the target is large or smaller, they are also knocked prone and restrained (save ends).</p><p> </p><p><strong>Alignment</strong> Unaligned <strong>Languages</strong> - </p><p><strong>Str</strong> 25 <strong>Dex</strong> 9 <strong>Wis</strong> 10 </p><p><strong>Con</strong> 20) <strong>Int</strong> 3 <strong>Cha</strong> 14</p><p><strong>Equipment</strong> chainmail, shield, longsword</p><p> </p><p><strong>--------------------------------------------------------------------------------------------------</strong></p><p> </p><p><strong>Whitehair Feyslayer</strong> Level 12 Controller</p><p>Small Natural Humanoid XP 700</p><p>---</p><p><strong>Initiative</strong> +12 <strong>Senses</strong> Perception +12, darkvision </p><p><strong>HP</strong> 120, <strong>Bloodied</strong> 60</p><p><strong>AC</strong> 22; <strong>Fortitude</strong> 20, <strong>Reflex</strong> 22, <strong>Will</strong> 23 </p><p><strong>Speed</strong> 6 </p><p>---</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> <strong>Dagger</strong> (standard; at-will) W<strong>eapon</strong>, </p><p>+12 vs. AC; 1d4+5</p><p> </p><p><strong><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> Mark as Fey </strong>(standard; at-will) <strong>Psychic </strong></p><p>Ranged 10; Fey creatures are immune; +12 vs.Will; the target takes ongoing 10 psychic damage</p><p> </p><p><strong><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> Feyslaying Binds </strong>(standard; encounter) <strong>Force, Poison</strong></p><p>Ranged 10; affects only creatures taking ongoing psychic damage; +12 vs. Reflex; 2d10 force damage and the target is restrained (save ends) <em>First Failed Save</em>: the target takes ongoing 15 poison damage</p><p><strong>Feyslayer</strong></p><p>The whitehair feyslayer may use its <em>feyslaying binds</em> against a fey creature even if it isn't recharged and even if the creature isn't taking ongoing psychic damage/</p><p> </p><p><strong>Goblin Tactics</strong></p><p> </p><p><strong>Alignment</strong> Evil <strong>Languages</strong> Common, Goblin, Elven</p><p><strong>Skills</strong> Stealth +13 </p><p>Str 16 Dex 20 Wis 16 </p><p>Con 15 Int 16 Cha 10 </p><p><strong>Equipment</strong> dagger</p></blockquote><p></p>
[QUOTE="Minigiant, post: 4774173, member: 63508"] Here I will describe a major organization of my campaign, the Great Goblin Hordes. The Great Goblin Hordes may a great enemy all the way to about level 15. The GGH in my world are backed by a powerful supernatural being and despise the fey so conversion may be needed if you use them. The Great Goblin Hordes is a collection of 5 large roaming armies of goblinkind. These dangerous nomads move from place to place to collect resources for the sacred mission: conquering of the fey. Backed by a godly ally, the Great Goblin Hordes take lands to fuel their wars with the fey. Although nomadic, the hordes move very slowly. They are often too large to move with a major city to claim as their home. A horde will take a city and build until they are ready to strike an elven kingdom or drow empire. They use extreme military discipline to establish the control needed to feed and arm their armies. The largest of the hordes is the Blackhair Horde. Unlike the other hordes, they are allowed to raise non-goblins to ranks other than slave. Humans, shifters, and orcs are often found in their tents. Blackhairs are brutal and rely on their numbers to stomp their enemies into dust. Blackhair Horde is in charge of feeding and arming the other hordes after deafeat or when conquered lands are stripped dry. The Redhair Horde is the most barbaric and primal of the hordes. This is mostly due to their bugbear leadership. Theses are explorers of the Goblin Hordes and are often sent first when war is declared by the Horde Cheiftans to break fortified lands. Goblins of other hordes found to be too wild to control are sent to the Redhairs to fight. The Goldhair are the most elite of the Great Goblin Hordes. Those fewest in number, Goldhair warriors are the strongest and most religous of the Hordes. Goldhair priests are able to bind angels to the spirts of their warriors so they can transform into flying death machines. They are charge with dealing with the most powerful enemies. The Ghosthair Horde is made of almost a quarter undead. They are as bald as they are cunning. Most Ghosthairs are trained in some necromancy. They attack orges, giants, trolls, onis, and other larger beings to raise their corpses as huge warriors. The Ghosthair are called in when a fortress is well fortified. The Whitehair Horde is mostly found underground and are tasked to destroy the drow and fomorians. Their long bleached hair is often the last thing many drow see before death. Tehir blades are made to kill fey in the dark. [B][SIZE=3]Brownhair Swordsman[/SIZE][/B] Level 5 Minion [COLOR=white]Medium Natural Humanoid XP 50 [/COLOR] --- [COLOR=white][B]Initiative[/B] +6 [B]Senses[/B] Perception +4, low-light vision [/COLOR] [COLOR=white][B]HP[/B] 1; a missed attack never damages a minion [/COLOR] [COLOR=white][B]AC[/B] 19; [B]Fortitude[/B] 17, [B]Reflex[/B] 15, [B]Will[/B] 14 [/COLOR] [COLOR=white][B]Speed[/B] 6 [/COLOR] --- [COLOR=white]:bmelee: [B]Longsword [/B](standard; at-will) W[B]eapon[/B] [/COLOR] +7 vs. AC; 5 damage [B]Hobgoblin Resilience[/B] [B]Ally Guard[/B] The brownhair swordsman gains resist 10 when adjacent to an ally. [COLOR=white][B]Alignment[/B] Evil [B]Languages[/B] Common, Goblin [/COLOR] [COLOR=white][B]Skills[/B] Athletics +10, History +8, [/COLOR] [COLOR=white]Str 19 Dex 16 Wis 16 [/COLOR] [COLOR=white]Con 15 Int 16 Cha 10 [/COLOR] [COLOR=white][B]Equipment[/B] scale armor, light shield, longsword[/COLOR] -------------------------------------------------------------------------------------- [SIZE=3][B]Redhair Bloodmaul [/B][/SIZE][SIZE=2]level 6 brute[/SIZE] Medium natural Humaniod XP 250 --- Initiative +6; Senses Perception +6, low-light vision HP 86; Bloodied 43 AC 19; Fortitude 20; Reflex 16; Will 16 Speed 6 --- :bmelee: [B]Maul[/B] (standard; at will) [B]Weapon[/B] +5 vs. AC; 2d6+6 damage (crit 18) :melee: [B]Redsmash[/B] (standard; at will) [B]Weapon, Fear[/B] Bloodied targets only, +4 vs. Fortitude; 2d6+6 damage and the target is pushed 3 squares and knocked prone. :ranged: [B]Feyhalting Blood [/B](minor, while bloodied, at will) Ranged 5; the target cannot teleport or turn invisible (save ends both). Fey creatures take a -5 penalty to their saving throw. [B]Peredatory Eye[/B] (minor: encounter) --- [B]Alignment[/B] Evil; [B]Languages;[/B] Common, Goblin Skills: Intimidate +9 Stealth+ 13 Str 20; Dex 16; Wis 13 Con 18; Int 11; Cha 8 [B]Equipment[/B] scale armor, maul ----------------------------------------------------------------------------------- [B]Goldhair Angelbinded[/B] Level 16 Soldier Medium Natural Humanoid XP 1400 --- [B]Initiative[/B] +12 [B]Senses[/B] Perception +12, low-light vision [B]HP[/B] 188, [B]Bloodied[/B] 94 [B]AC[/B] 19; [B]Fortitude[/B] 17, [B]Reflex[/B] 15, [B]Will[/B] 14 [B]Speed[/B] 6 --- [B]:bmelee: Longsword and Dagger [/B](standard; at-will) W[B]eapon[/B], [B]Radiant[/B] +19 vs. AC; 1d8+6 damage plus 1d4 radiant damage and the target is slowed until the end of the goldhair angelbineded next turn. [B]Hobgoblin Resilience[/B] [B]Release Angelbind [/B](move, sustain minor, while bloodied, encounter) [B]Polymorph[/B] The goldhair angelbineded transforms into an angel of valor until end of turn. The goldhair angelbinded uses the angel of valor statistics instead of his own, except for hitpoints. The goldhair angelbineded gains a +4 bonus to attack and damage rolls until the end of its next run when it sustains this power. [B]Alignment[/B] Evil [B]Languages[/B] Common, Goblin, Supernal [B]Skills[/B] Athletics +10, History +8, Str 20 Dex 16 Wis 16 Con 15 Int 16 Cha 10 [B]Equipment[/B] scale armor, longsword, dagger -------------------------------------------------------------------------------------- [B]Hulking Rot [/B]Level 10 Minion Large Shadow Humanoid (undead) XP 125 --- [B]Initiative[/B] +5 [B]Senses[/B] Perception +5 [B]HP[/B] 1; a missed attack never damages a minion. [B]AC[/B] 25; [B]Fortitude[/B] 24, [B]Reflex[/B] 23, [B]Will[/B] 22 [B]Imunne[/B]: poison, disease; [B]Resist[/B] 10 necrotic [B]Speed[/B] 5 --- [B]:bmelee: Slam[/B] (standard; at-will) Reach 2, +16 vs. AC; 7 damage [B]:close: Fall Over [/B](immediate reaction; when dropped to 0 or fewer hit points) The hulking rot collapses on the enemy; burst 2; +16 vs Fortitude or Reflex (whichever is higher). 10 damage and if the target is large or smaller, they are also knocked prone and restrained (save ends). [B]Alignment[/B] Unaligned [B]Languages[/B] - [B]Str[/B] 25 [B]Dex[/B] 9 [B]Wis[/B] 10 [B]Con[/B] 20) [B]Int[/B] 3 [B]Cha[/B] 14 [B]Equipment[/B] chainmail, shield, longsword [B]--------------------------------------------------------------------------------------------------[/B] [B]Whitehair Feyslayer[/B] Level 12 Controller Small Natural Humanoid XP 700 --- [B]Initiative[/B] +12 [B]Senses[/B] Perception +12, darkvision [B]HP[/B] 120, [B]Bloodied[/B] 60 [B]AC[/B] 22; [B]Fortitude[/B] 20, [B]Reflex[/B] 22, [B]Will[/B] 23 [B]Speed[/B] 6 --- :bmelee: [B]Dagger[/B] (standard; at-will) W[B]eapon[/B], +12 vs. AC; 1d4+5 [B]:ranged: Mark as Fey [/B](standard; at-will) [B]Psychic [/B] Ranged 10; Fey creatures are immune; +12 vs.Will; the target takes ongoing 10 psychic damage [B]:ranged: Feyslaying Binds [/B](standard; encounter) [B]Force, Poison[/B] Ranged 10; affects only creatures taking ongoing psychic damage; +12 vs. Reflex; 2d10 force damage and the target is restrained (save ends) [I]First Failed Save[/I]: the target takes ongoing 15 poison damage [B]Feyslayer[/B] The whitehair feyslayer may use its [I]feyslaying binds[/I] against a fey creature even if it isn't recharged and even if the creature isn't taking ongoing psychic damage/ [B]Goblin Tactics[/B] [B]Alignment[/B] Evil [B]Languages[/B] Common, Goblin, Elven [B]Skills[/B] Stealth +13 Str 16 Dex 20 Wis 16 Con 15 Int 16 Cha 10 [B]Equipment[/B] dagger [/QUOTE]
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