Goblin: Difference between revisions

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'''Single Melee''' Short Sword +3 (1d6/19-20x2)
'''Single Melee''' Short Sword +3 (1d6/19-20x2)


'''Full Melee''' Short Sword +3 (1d6/19-20x2)
'''Full Melee''' 2x Short Sword +3 (1d6/19-20x2)


'''Ranged''' Goblinov Cocktail +4 (1d6/x3) plus 1 pt splash damage; range increment 10 feet   
'''Ranged''' Goblinov Cocktail +4 (1d6/x3) plus 1 pt splash damage; range increment 10 feet   

Revision as of 04:28, 10 May 2015


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Goblin (CR 1/2)

This creature stands barely three feet tall, its scrawny, humanoid body dwarfed by its wide, ungainly head.

Goblins prefer to dwell in caves, amid large and dense thickets of thistles and brambles, or in structures built and then abandoned by others. Very few goblins have the drive to build structures of their own. Coastlines are favored, as goblins are quite fond of sifting through junk and flotsam in an unending quest to find treasures among the refuse of more civilized races.

Goblin hatred runs deep, and few things inspire their wrath more than gnomes (who have long fought against goblins), horses (who frighten goblins tremendously), and regular dogs (whom goblins regard as pale imitations of goblin dogs).

Goblins are also quite superstitious, and treat magic with a fawning mixture of awe and fear. They have the habit of ascribing magic to the mundane as well, with fire and writing both taking on mystical power in goblin society. Fire is much loved by goblins for its capacity to wreak great destruction and because it doesn't require size or strength to wield, but written words are hated. Goblins believe that writing steals words out of your head, and as a result of this belief, goblins are universally illiterate.

Goblins are voracious and can eat their body weight in food daily without growing fat. Goblin lairs always have numerous storerooms and larders. While they prefer human and gnome flesh, a goblin won't turn down any food – except, perhaps, vegetables.


General

CR 1/2 Hit Dice 1

XP 200

NE Small Humanoid (Goblinoid)

Init +5; Senses Darkvision 60', Perception +3


Defense

AC 14, touch 11, flat-footed 13 (+3 armor, +1 dex, +0 natural, +0 deflection)

hp 8

Fort +3, Ref +0, Will +0

Aura: -

SR: -

Special Defenses: -

Immunities: -

Weaknesses: vulnerable to Cold Iron


Offense

Speed 30 ft.

Single Melee Short Sword +3 (1d6/19-20x2)

Full Melee 2x Short Sword +3 (1d6/19-20x2)

Ranged Goblinov Cocktail +4 (1d6/x3) plus 1 pt splash damage; range increment 10 feet

Special Attacks Goblinov Cocktail

Action Points 0

Statistics

Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha 6

Base Atk +0; CMB +2; CMD 14

Feats -

Skills Stealth +4

Languages Goblin


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 1d6 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.


Treasure

Sell value of approximately 106 gp.


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.