Goblin: Difference between revisions

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{{Template:Monster
{{Template:Monster


| CR=1/2              <!--REQUIRED;-->
| MonsterName = Goblin


| MonsterName=Goblin
| CR = 1/2


| Role=               <!--Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank-->
| Image = goblin.jpg
  <!--Value: just the file name (e.g. "monster_picture.jpg")-->


| Description=Small green humanoids with oversized heads brimming with sharp teeth, goblins are known for being aggressive, and, above all, a bit crazy.
| Role =
  <!--Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank-->
 
| Description = Small green humanoids with oversized heads brimming with sharp teeth, goblins are known for being aggressive, and, above all, a bit crazy.


:Goblins can be found nearly anywhere that food can be had, but like caves, ruins and abandoned areas since they prefer not to have to build stuff if they can avoid it. That is not to say that goblins are stupid, merely lazy. In fact, goblins have been known to lay traps so elaborate that they forget how they work and fall prey to them themselves.
:Goblins can be found nearly anywhere that food can be had, but like caves, ruins and abandoned areas since they prefer not to have to build stuff if they can avoid it. That is not to say that goblins are stupid, merely lazy. In fact, goblins have been known to lay traps so elaborate that they forget how they work and fall prey to them themselves.
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:Goblins have a love-hate relationship with fire. Goblins adore fire, but no matter how much it is worshiped, it keeps biting them. That doesn't prevent them from trying, of course. Most goblins will take any opportunity to play with fire, and believe fire to be the greatest of all forces in the Universe (it makes food tasty AND can destroy things!).
:Goblins have a love-hate relationship with fire. Goblins adore fire, but no matter how much it is worshiped, it keeps biting them. That doesn't prevent them from trying, of course. Most goblins will take any opportunity to play with fire, and believe fire to be the greatest of all forces in the Universe (it makes food tasty AND can destroy things!).


:In addition to fire, Goblins can be quite manic about any number of things, individually, and can take these ephemeral obsessions to such extremes that they will forget to eat or sleep for days in their quest to master their new fancy.  
:In addition to fire, Goblins can be quite manic about any number of things, individually, and can take these ephemeral obsessions to such extremes that they will forget to eat or sleep for days in their quest to master their new fancy.
 
| Alignment = Neutral Evil
  <!--Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil-->
 
| Size = Small
  <!--Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic-->
 
| Type = Fey
  <!--Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin-->
 
| Subtype = Goblinoid
  <!--If any-->
 
| NudgeInit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
 
| Senses = [[Standard Darkvision]] 60 ft
  <!--List the sense type and the distance it can perceive (e.g. "Standard Darkvision 60 ft.")-->
 
| NudgePerception =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->
 
| NudgeAC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeTouchAC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| Image=goblin.jpg
| NudgeFFAC =  
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| Alignment=   Neutral Evil        <!--Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil-->
| NudgeHitPoints =  
  <!--Values: any multiplier, or leave blank. Max recommended is 1.15 (+15%) or 0.85 (-15%)-->


| Size=  Small              <!--Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic-->


| Type=    Fey          <!--Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin-->
<!--   SAVING THROWS  -->


| Subtype=   Goblinoid          <!--If any; delete if not used-->
| Fort = S
| Refl =
| Will =
  <!--Values: "S" (for Strong save), leave blank for Weak save
      * Most monsters have 1 strong save and 2 weak saves
      * Heavies, Tanks, Threats and Villains have 2 strong saves
      * Dragons have 3 strong saves-->


| NudgeInit=           <!--Values: vhi (+8), hi (+4), lo (-4), vlo (-8), or leave blank-->
| NudgeFort =  
| NudgeRefl =
| NudgeWill =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


| Senses=   Standard Darkvision 60 ft          <!--List the sense type and the distance it can perceive (e.g. "Standard Darkvision 60 ft.")-->
| SR =  
  <!--Values: Y (for Yes), or leave blank-->


| NudgePerception=     <!--Values: vhi (+8), hi (+4), lo (-4), vlo (-8), or leave blank-->
| NudgeSR =  
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


| NudgeAC=             <!--Values: vhi (+4), hi (+2), lo (-2), vlo (-4), or leave blank-->
| SpecialDefenses =  
  <!--Put any DR or ER values here-->


| NudgeHitPoints=     <!--Values: vhi (+15%), hi (+7%), lo (-7%), vlo (-15%), or leave blank-->
| StrongAgainst =  
  <!--Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added-->


| Fort=S              <!--Values: "S" (for Strong save), leave blank for Weak save-->
| WeakAgainst =  
| Refl=                <!--Most monsters have 1 strong save and 2 weak saves-->
  <!--Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added-->
| Will=                <!--Heavies, Tanks, Threats and Villains have 2 strong saves, dragons have 3 strong saves-->


| SR=                 <!--Values: Y (for Yes), or leave blank-->
| MoveTypes = Walk 30 ft.
  <!--Other move types as needed-->


| SpecialDefenses=     <!--Put any DR or ER values here-->
| NudgeReach =  
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.-->


| StrongAgainst=      <!--Put any immunity or hardened values here; immunities based on type (e.g. vermin) are automatically added-->


| WeakAgainst=        <!--Put any vulnerable or defenseless values here; vulnerabilities based on type are automatically added-->


| MoveTypes=Walk 30 ft.          <!--Other move types as needed-->
<!-- GENERAL ATTACK INFORMATION  -->


| MeleeOrNatural = Melee
  <!--REQUIRED; Values: "Melee" (for weapon-wielding monsters), or "Natural" (for natural attacks)-->


<!--Attack Information-->
| MultipliedDamageType =  
| MeleeOrNatural=Melee        <!--REQUIRED; Values: "Melee" (for weapon-wielding monsters), or "Natural" (for natural attacks)-->
  <!--Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg)-->


| PriAtkName=  Short Sword      <!--name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite")-->
| PriAtkNotes=                <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
| PriAtkVSTouchAC=            <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
| PriAtkIsAuto-Hit=            <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
| NudgePriToHit=              <!--Values: vhi (+4), hi (+2), lo (-2), vlo (-4), or leave blank-->
| NudgePriDamage=              <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


| SecAtkName=        <!--name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none-->
| SecAtkNotes=                <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
| SecAtkVSTouchAC=            <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
| SecAtkIsAuto-Hit=            <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
| NudgeSecToHit=              <!--Values: vhi (+4), hi (+2), lo (-2), vlo (-4), or leave blank-->
| NudgeSecDamage=              <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


<!--  PRIMARY ATTACK INFORMATION  -->


| MultipliedDamageType=       <!--Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg)-->
| PriAtkName = Short Sword
  <!--name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite")-->


| PriAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->


| TerAtkName=         <!--Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none-->
| PriAtkVSTouchAC =  
| TerAtkNotes=                <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
| TerAtkVSTouchAC=            <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
| TerAtkIsAuto-Hit=            <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
| NudgeTerToHit=              <!--Values: vhi (+4), hi (+2), lo (-2), vlo (-4), or leave blank-->
| NudgeTerDamage=              <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


| PriAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->


| QuaAtkName=         <!--Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none-->
| NudgePriToHit =  
| QuaAtkNotes=                <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| QuaAtkVSTouchAC=            <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
| QuaAtkIsAuto-Hit=            <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
| NudgeQuaToHit=              <!--Values: vhi (+4), hi (+2), lo (-2), vlo (-4), or leave blank-->
| NudgeQuaDamage=              <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


| NudgePriDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


| RangedAtkName=  Goblinov Cocktail    <!--Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack-->
| RangedAtkNotes=    plus 1 point splash damage; range increment 10 feet        <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
| HasRangedFullAttack=        <!--Values: Y (for yes), or leave blank (for no)-->
| RangedAtkVSTouchAC=          <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
| RangedAtkIsAuto-Hit=        <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
| NudgeRangedToHit=            <!--Values: vhi (+4), hi (+2), lo (-2), vlo (-4), or leave blank-->
| NudgeRangedDamage=          <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->




<!--Ability Scores-->
<!-- SECONDARY ATTACK INFORMATION  -->
| Str=11
| Dex=15
| Con=12
| Int=10
| Wis=9
| Cha=6


| SecAtkName =
  <!--name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none-->


<!--Feats-->
| SecAtkNotes =  
| Feat1=           <!--Just the feat name; will be autolinked, and ShortDesc added-->
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
| Feat2=
| Feat3=
| Feat4=


| Skill1=    Stealth      <!--Link manually (knowledge and perform skills are too weird to auto-link)-->
| SecAtkVSTouchAC =  
| NudgeSkill1= hi    <!--Values: vhi (+8), hi (+4), lo (-4), vlo (-8), or leave blank-->
   <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->


| Skill2=
| SecAtkIsAuto-Hit =  
| NudgeSkill2=
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->


| Skill3=
| NudgeSecToHit =  
| NudgeSkill3=
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| Skill4=
| NudgeSecDamage =  
| NudgeSkill4=
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


| Languages=  Goblin      <!--Comma-separated list-->


<!--SPECIAL ABILITIES VARIABLES:
 
<!-- TERTIARY ATTACK INFORMATION  -->
 
| TerAtkName =
  <!--Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none-->
 
| TerAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| TerAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| TerAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeTerToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeTerDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  QUATERNARY ATTACK INFORMATION  -->
 
| QuaAtkName =
  <!--Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none-->
 
| QuaAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| QuaAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| QuaAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeQuaToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeQuaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
<!--  RANGED ATTACK INFORMATION  -->
 
| RangedAtkName = Goblinov Cocktail
  <!--Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack-->
 
| RangedAtkNotes = plus 1 point splash damage; range increment 10 feet (Thrown)
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| HasRangedFullAttack =
  <!--Values: Y (for yes), or leave blank (for no)-->
 
| RangedAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| RangedAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeRangedToHit =
  <!--any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeRangedDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
<!--  ABILITY SCORES  -->
| Str = 11
| Dex = 15
| Con = 12
| Int = 10
| Wis = 9
| Cha = 6
 
| NudgeCMB =
| CMBNotes =
  <!--Values: Text about specific bonuses to CMB (e.g. "+2 on Trips")-->
 
| NudgeCMD =
| CMDNotes =
  <!--Values: Text about specific bonuses to CMD (e.g. "+4 vs Grapples")-->
 
 
<!--  FEATS  -->
 
| Feat1 = 
| Feat2 =
| Feat3 =
| Feat4 =
  <!--Just the feat name; will be autolinked, and ShortDesc added-->
 
 
<!--  SKILLS  -->
 
| Skill1 = [[Stealth]]
| Skill2 =
| Skill3 =
| Skill4 =
 
| NudgeSkill1 = 4
| NudgeSkill2 =
| NudgeSkill3 =
| NudgeSkill4 =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->
 
 
<!--  LANGUAGES  -->
 
| Languages = Goblin
  <!--Comma-separated list-->
 
 
<!--  SPECIAL ABILITIES VARIABLES:
 
Put these variables directly in the description text of the special ability to insert numbers appropriate to the monster's CR.
Put these variables directly in the description text of the special ability to insert numbers appropriate to the monster's CR.


{{#var:PrimaryToHit}}       - inserts the monster's to-hit value, adjusted with NudgePriToHit
{{#var:Special#ToHit}}
{{#var:SaveDC}}             - inserts a save DC for a special attack. Output will be just the number for the save.
- Replace # in variable name with special ability number to which you are adding the variable; inserts the monster's to-hit value for attacks against normal AC.
{{#var:SpecialDmg}}         - inserts damage numbers for a standard or AOE special attack.
 
{{#var:SwiftSpecialDmg}}     - inserts damage numbers for a swift action attack or attack with status conditions.
{{#var:Special#TouchAttack}}
{{#var:AlphaSpecialDmg}}     - inserts damage numbers for an alpha strikes; reserved primarily for threats, villains and dragons.
- Replace # in variable name with special ability number to which you are adding the variable; inserts the monster's to-hit value for a touch attack.
 
{{#var:Special#SaveDC}}
- Replace # in variable name with special ability number to which you are adding the variable; inserts a save DC for a special attack. Output will be just the number for the save.
 
{{#var:Special#StandardDmg}}
- Replace # in variable name with special ability number to which you are adding the variable; inserts damage numbers for a standard or AOE special attack.
 
{{#var:Special#SwiftDmg}}
- Replace # in variable name with special ability number to which you are adding the variable; inserts damage numbers for a swift action attack or attack with status conditions.
 
{{#var:Special#AlphaDmg}}
- Replace # in variable name with special ability number to which you are adding the variable; inserts damage numbers for an alpha strikes; reserved primarily for threats, villains and dragons.
 
-->
-->


| Ability-1-Name=Goblinov Cocktail
| Ability-1-Type= Ex            <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-1-Concentration=    <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-1-Description=Goblins can throw a ball of alchemical goo at nearby enemies which explodes on contact.  The goblin rolls a ranged attack, and if the attack hits, the target takes {{#var:SpecialDmg}} points of fire damage, and all adjacent squares take 1 point of fire damage.  If the attack misses, the cocktail fails to explode and simply bounces off the target and rolls into a corner.


| Ability-2-Name=
<!--  SPECIAL ABILITIES  -->
| Ability-2-Type=             <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-2-Concentration=     <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| HideRoleReminder1 =
| Ability-2-Description=
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder2 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder3 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder4 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
 
 
<!--  SPECIAL ABILITY 1  -->
 
| Ability-1-Name = Goblinov Cocktail
 
| Ability-1-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-1-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it-->
 
| Ability-1-Description = Goblins can throw a ball of alchemical goo at nearby enemies which explodes on contact.  The goblin rolls a ranged attack, and if the attack hits, the target takes {{#var:Special1StandardDmg}} points of fire damage, and all adjacent squares take 1 point of fire damage.  If the attack misses, the cocktail fails to explode and simply bounces off the target and rolls into a corner.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above-->
 
| NudgeAbility1ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility1TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility1SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility1StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility1SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility1AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 2  -->
 
| Ability-2-Name =
 
| Ability-2-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-2-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-2-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above-->
 
| NudgeAbility2ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility2TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility2SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility2StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility2SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility2AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 3  -->
 
| Ability-3-Name =
 
| Ability-3-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-3-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-3-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above-->
 
| NudgeAbility3ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility3TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility3SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility3StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility3SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility3AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 4  -->
 
| Ability-4-Name =
 
| Ability-4-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-4-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-4-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above-->
 
| NudgeAbility4ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility4TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility4SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility4StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility4SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility4AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 5  -->
 
| Ability-5-Name =
 
| Ability-5-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-5-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-5-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above-->
 
| NudgeAbility5ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility5TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility5SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility5StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility5SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility5AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 6  -->
 
| Ability-6-Name =  
 
| Ability-6-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-6-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-6-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above-->
 
| NudgeAbility6ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility6TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility6SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility6StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility6SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility6AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 7  -->
 
| Ability-7-Name =
 
| Ability-7-Type =  
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-7-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-7-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above-->
 
| NudgeAbility7ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility7TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility7SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility7StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility7SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility7AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 8  -->
 
| Ability-8-Name =
 
| Ability-8-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-8-Concentration =  
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-8-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above-->
 
| NudgeAbility8ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility8TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility8SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility8StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility8SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility8AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 9  -->
 
| Ability-9-Name =
 
| Ability-9-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-9-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-9-Description =  
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables above-->
 
| NudgeAbility9ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility9TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility9SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility9StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility9SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


| Ability-3-Name=
| NudgeAbility9AlphaDamage =  
| Ability-3-Type=              <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| Ability-3-Concentration=    <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-3-Description=


| Ability-4-Name=
| Ability-4-Type=              <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-4-Concentration=    <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-4-Description=


| Ability-5-Name=
| Ability-5-Type=              <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-5-Concentration=    <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-5-Description=


| Ability-6-Name=
<!--   COMBAT TACTICS  -->
| Ability-6-Type=              <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-6-Concentration=    <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-6-Description=


| Ability-7-Name=
| CombatTactics = Goblins are mean and aggressive until they get scared, then they go sneaky. If they are taking heavy casualties, they might run...unless there's fire on the battlefield.  If there's fire, then they are more likely to fight to the death, over-excited by the battle and failing to think in their normally cowardly fashion.
| Ability-7-Type=             <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-7-Concentration=    <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-7-Description=


| Ability-8-Name=
| Ability-8-Type=              <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-8-Concentration=    <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-8-Description=


| Ability-9-Name=
| Ability-9-Type=              <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-9-Concentration=    <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-9-Description=


| CombatTactics=Goblins are mean and aggressive until they get scared, then they go sneaky. If they are taking heavy casualties, they might run...unless there's fire on the battlefield.  If there's fire, then they are more likely to fight to the death, over-excited by the battle and failing to think in their normally cowardly fashion.
<!--  OUT OF COMBAT  -->


| OutOfCombat=Goblins love fire-based attacks so much that they hold fire in awe and ascribe magical properties to it. Given a chance, a goblin will always go out of its way to set things on fire, use fire as a weapon, or generally cause fiery mayhem.  If the goblin finds a source of fire, they can spread the fire to flammable materials more quickly than less motivated races, and putting out the fire always takes a little longer than it should. Maybe it really ''is'' magical.
| OutOfCombat = Goblins love fire-based attacks so much that they hold fire in awe and ascribe magical properties to it. Given a chance, a goblin will always go out of its way to set things on fire, use fire as a weapon, or generally cause fiery mayhem.  If the goblin finds a source of fire, they can spread the fire to flammable materials more quickly than less motivated races, and putting out the fire always takes a little longer than it should. Maybe it really ''is'' magical.




}}
}}

Revision as of 20:19, 1 June 2016

Goblin (CR 0.5)

Neutral Evil - Small - Fey (Goblinoid)
Lore: Know (Nature)
1 16
Basic DC Full DC
Initiative
Initiative Icon 2.png
-12
Perception:
-2 +-12
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0
Monster Health
0 0 1
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +0
Refl: +0
Will: +0

Strong Against:

Weak Against:

Offense

Size: Small
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
+-12
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Short Sword +0 (0/19-20 x2)
    as undefined damage type

Full Attack (Melee):

  • 3x Short Sword +0 (0/19-20 x2)
    as undefined damage type

Standard Attack (Ranged):

  • 1x Goblinov Cocktail +0 (0/19-20 x2)
    as undefined damage type

    plus 1 point splash damage; range increment 10 feet (Thrown)

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

11
STR
15
DEX
12
CON
10
INT
9
WIS
6
CHA

Skills:

Languages: Goblin

Feats:

Special Abilities

Goblinov Cocktail (Ex)

Goblins can throw a ball of alchemical goo at nearby enemies which explodes on contact. The goblin rolls a ranged attack, and if the attack hits, the target takes points of fire damage, and all adjacent squares take 1 point of fire damage. If the attack misses, the cocktail fails to explode and simply bounces off the target and rolls into a corner.

Goblin

Goblin

Small green humanoids with oversized heads brimming with sharp teeth, goblins are known for being aggressive, and, above all, a bit crazy.

Goblins can be found nearly anywhere that food can be had, but like caves, ruins and abandoned areas since they prefer not to have to build stuff if they can avoid it. That is not to say that goblins are stupid, merely lazy. In fact, goblins have been known to lay traps so elaborate that they forget how they work and fall prey to them themselves.
Goblins are not welcome in civilized areas, as they behave somewhat like drug-addled children on their best days. However, they have a fondness for elaborate, tricky things such as clocks and wagons, so they are often found around the edges of towns hoping to steal something interesting when no one is looking. Goblins rarely make massive raids against villages, nor are they prone to large-scale warfare. Instead, they count thievery, stealth, traps and ambushes to be the most honorable way to gain status.
Goblins have a love-hate relationship with fire. Goblins adore fire, but no matter how much it is worshiped, it keeps biting them. That doesn't prevent them from trying, of course. Most goblins will take any opportunity to play with fire, and believe fire to be the greatest of all forces in the Universe (it makes food tasty AND can destroy things!).
In addition to fire, Goblins can be quite manic about any number of things, individually, and can take these ephemeral obsessions to such extremes that they will forget to eat or sleep for days in their quest to master their new fancy.

Combat Tactics

Goblins are mean and aggressive until they get scared, then they go sneaky. If they are taking heavy casualties, they might run...unless there's fire on the battlefield. If there's fire, then they are more likely to fight to the death, over-excited by the battle and failing to think in their normally cowardly fashion.

Out of Combat

Goblins love fire-based attacks so much that they hold fire in awe and ascribe magical properties to it. Given a chance, a goblin will always go out of its way to set things on fire, use fire as a weapon, or generally cause fiery mayhem. If the goblin finds a source of fire, they can spread the fire to flammable materials more quickly than less motivated races, and putting out the fire always takes a little longer than it should. Maybe it really is magical.

Rewards

XP: 0

Treasure: Sellable Goods worth 0 gp.

Weight: 5 lbs.     Volume: 0.2 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)