Goblin: Difference between revisions

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m (Text replacement - "bonuses to CMB" to "bonuses to Maneuver Offense")
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{{Template:Monster
{{Template:Monster
<!-- Version 2.01 -->


| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR | 1
| CR | 1
  <!-- Value: integer between 1 and 35. -->
   }}</onlyinclude>
   }}</onlyinclude>


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| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype | Goblinoid
| Subtype | Goblinoid
   <!-- If any -->
   <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
  <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
  <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
  <!-- Only one entry in this field. If multiple options exist, choose the most important/appropriate one. -->
  <!-- Otherwise leave blank.  -->
   }}</onlyinclude>
   }}</onlyinclude>


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


| NudgeFullLoreValue =  
| NudgeFullLoreValue = -3
   <!-- This field lets you alter the DC of the full knowledge check for this monster -->
   <!-- This field lets you alter the DC of the full knowledge check for this monster -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeInit =  
| NudgeInit =  
  <!-- CR 1/2 INITIATIVE = +1 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


| Senses = [[Standard Senses]], [[Darkvision]] 60 ft.
| Senses =  
   <!-- List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
   <!-- List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
   <!--  [[Standard Senses]], [[Blind]] to Vision, [[Blind]] to Sound, [[Blind]] to Smell  -->
   <!--  [[Standard Senses]], [[Blind]] to Vision, [[Blind]] to Sound, [[Blind]] to Smell  -->
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| NudgePerception =  
| NudgePerception =  
  <!-- CR 1/2 PERCEPTION = +3 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


| NudgeAC =  
| NudgeAC =  
  <!-- CR 1/2 AC = 13 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeTouchAC =  
| NudgeTouchAC =  
  <!-- CR 1/2 TOUCH AC = 10 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeFFAC =  
| NudgeFFAC =  
  <!-- CR 1/2 FLAT-FOOTED AC = 13 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| Resilience =  
| Nudge-Maneuver-Defense =  
   <!-- CR 1/2 Resilience = 14 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| Maneuver-Defense-Notes =  
| Maneuver-Defense-Notes =  
   <!-- Values: Text about specific bonuses to Maneuver Defense (e.g. "+4 vs Grapples") -->
   <!-- Values: Text about specific bonuses to Maneuver Defense (e.g. "+4 vs Grapples") -->


| NudgeHitPoints =  
| NudgeHitPoints =  
  <!-- CR 1/2 HIT POINTS = 7 -->
   <!-- Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any) -->
   <!-- Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any) -->


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| Refl =  
| Refl =  
| Will =  
| Will =  
  <!-- CR 1/2 STRONG SAVE = +3; WEAK SAVE = +0                      -->
   <!-- Values: S (for Strong save), leave blank for Weak save
   <!-- Values: S (for Strong save), leave blank for Weak save
         * Most monsters have 1 strong save and 2 weak saves
         * Most monsters have 1 strong save and 2 weak saves
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| NudgeFort =  
| NudgeFort =  
| NudgeRefl =  
| NudgeRefl =  
| NudgeWill =  
| NudgeWill = -1
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| SR =
  <!-- Values: Y (for Yes), or leave blank -->
 
| NudgeSR =
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3 -->


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<!--  PRIMARY ATTACK INFORMATION  -->
<!--  PRIMARY ATTACK INFORMATION  -->


| PriAtkName = Goblin Sword
| PriAtkName = Goblin "Sword"
   <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->
   <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->


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| NudgePriToHit =  
| NudgePriToHit =  
  <!-- CR 1/2 PRIMARY TO-HIT = +3 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgePriDamage =  
| NudgePriDamage =  
  <!-- CR 1/2 PRIMARY NATURAL DAMAGE = 1d6  -->
  <!-- CR 1/2 PRIMARY MELEE DAMAGE = 1d6    -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


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| NudgeSecToHit =  
| NudgeSecToHit =  
  <!-- CR 1/2 SECONDARY TO-HIT = +3 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeSecDamage =  
| NudgeSecDamage =  
  <!-- CR 1/2 SECONDARY NATURAL DAMAGE = 1d3 -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


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| NudgeTerToHit =  
| NudgeTerToHit =  
  <!-- CR 1/2 TERTIARY TO-HIT = +3 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeTerDamage =  
| NudgeTerDamage =  
  <!-- CR 1/2 TERTIARY NATURAL DAMAGE = 1d6  -->
  <!-- CR 1/2 TERTIARY MELEE DAMAGE = 1d6    -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


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| NudgeQuaToHit =  
| NudgeQuaToHit =  
  <!-- CR 1/2 QUATERNARY TO-HIT = +3 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeQuaDamage =  
| NudgeQuaDamage =  
  <!-- CR 1/2 QUATERNARY NATURAL DAMAGE = 1d3 -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


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   <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
   <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->


| RangedAtkNotes = plus splash damage of minimum possible in all adjacent squares
| RangedAtkNotes =  
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
   <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->


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| NudgeRangedToHit =  
| NudgeRangedToHit =  
  <!-- CR 1/2 RANGED TO-HIT = +3 -->
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeRangedDamage =  
| NudgeRangedDamage =  
  <!-- CR 1/2 RANGED DAMAGE = 1d6 -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


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| Nudge-Maneuver-Offense =  
| Nudge-Maneuver-Offense =  
   <!-- CR 1/2 CMB = +2 -->
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->


| Maneuver-Offense-Notes =  
| Maneuver-Offense-Notes =  
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| Nudge-Siege-Maneuver-Offense =  
| Nudge-Siege-Maneuver-Offense =  
  <!-- CR 1/2 SIEGE CMB = +2 -->
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeSiegeDamage =  
| NudgeSiegeDamage =  
  <!-- CR 1/2 SIEGE DAMAGE = 1d6-4 -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->


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| NudgeSkill3 =
| NudgeSkill3 =
| NudgeSkill4 =
| NudgeSkill4 =
  <!-- CR 1/2 SKILLS = +3 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


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| 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 the minimum possible roll in fire damage.  If the attack misses, the cocktail fails to explode and simply bounces off the target and rolls into a corner.
| 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 the minimum possible roll in 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 below -->
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below -->
   <!-- Available Variables:  
   <!-- Available Variables:  
         {{#var:Special1ToHit}}       To-Hit       @ CR 1/2 = +3
         {{#var:Special1ToHit}}           To-Hit
         {{#var:Special1TouchAttack}} Touch To-Hit @ CR 1/2 = -1
         {{#var:Special1TouchAttack}}     Touch To-Hit
         {{#var:Special1SaveDC}}     Save DC     @ CR 1/2 = 10
         {{#var:Special1SaveDC}}         Save DC
         {{#var:Special1StandardDmg}} Std Damage   @ CR 1/2 = 1d6
         {{#var:Special1StandardDmg}}     Std Damage
         {{#var:Special1SwiftDmg}}   Swift Damage @ CR 1/2 = 1d3
         {{#var:Special1SwiftDmg}}       Swift Damage
         {{#var:Special1AlphaDmg}}   Alpha Damage @ CR 1/2 = 1d6
         {{#var:Special1AlphaDmg}}       Alpha Damage
         {{#var:Special1-Ability-Dmg}} Stat Damage @ CR 1/2 = 1d2
         {{#var:Special1-Ability-Dmg}}   Stat Damage
         {{#var:Special1-HitPoints}} Hit Points   @ CR 1/2 = 7
         {{#var:Special1-Hit-Points}}     Hit Points
         {{#var:Special1-HitDice}}   Hit Dice     @ CR 1/2 = 1
         {{#var:Special1-Hit-Dice}}       Hit Dice
         {{#var:Easy-Skill-DC}}                   @ CR 1/2 = 3
        {{#var:Special1-Maneuver-Offense}}      Maneuver Offense
         {{#var:Average-Skill-DC}}                 @ CR 1/2 = 12
        {{#var:Special1-Maneuver-Defense}}      Maneuver Defense
         {{#var:Challenging-Skill-DC}}             @ CR 1/2 = 13
         {{#var:Easy-Skill-DC}}
         {{#var:Hard-Skill-DC}}                   @ CR 1/2 = 16
         {{#var:Average-Skill-DC}}
         {{#var:Impossible-Skill-DC}}             @ CR 1/2 = 22
         {{#var:Challenging-Skill-DC}}
         {{#var:Hard-Skill-DC}}
         {{#var:Impossible-Skill-DC}}
     -->
     -->


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| NudgeAbility1-HitDice =  
| NudgeAbility1-HitDice =  
   <!-- ADDER: use any positive or negative number, or leave blank. -->
   <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility1-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility1-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->




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   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special2ToHit}}       To-Hit       @ CR 1/2 = +3
         {{#var:Special2ToHit}}           To-Hit
         {{#var:Special2TouchAttack}} Touch To-Hit @ CR 1/2 = -1
         {{#var:Special2TouchAttack}}     Touch To-Hit
         {{#var:Special2SaveDC}}     Save DC     @ CR 1/2 = 10
         {{#var:Special2SaveDC}}         Save DC
         {{#var:Special2StandardDmg}} Std Damage   @ CR 1/2 = 1d6
         {{#var:Special2StandardDmg}}     Std Damage
         {{#var:Special2SwiftDmg}}   Swift Damage @ CR 1/2 = 1d3
         {{#var:Special2SwiftDmg}}       Swift Damage
         {{#var:Special2AlphaDmg}}   Alpha Damage @ CR 1/2 = 1d6
         {{#var:Special2AlphaDmg}}       Alpha Damage
         {{#var:Special2-Ability-Dmg}} Stat Damage @ CR 1/2 = 1d2
         {{#var:Special2-Ability-Dmg}}   Stat Damage
         {{#var:Special2-HitPoints}} Hit Points   @ CR 1/2 = 7
         {{#var:Special2-Hit-Points}}     Hit Points
         {{#var:Special2-HitDice}}   Hit Dice     @ CR 1/2 = 1
         {{#var:Special2-Hit-Dice}}       Hit Dice
         {{#var:Easy-Skill-DC}}                   @ CR 1/2 = 3
        {{#var:Special2-Maneuver-Offense}}      Maneuver Offense
         {{#var:Average-Skill-DC}}                 @ CR 1/2 = 12
        {{#var:Special2-Maneuver-Defense}}      Maneuver Defense
         {{#var:Challenging-Skill-DC}}             @ CR 1/2 = 13
         {{#var:Easy-Skill-DC}}
         {{#var:Hard-Skill-DC}}                   @ CR 1/2 = 16
         {{#var:Average-Skill-DC}}
         {{#var:Impossible-Skill-DC}}             @ CR 1/2 = 22
         {{#var:Challenging-Skill-DC}}
         {{#var:Hard-Skill-DC}}
         {{#var:Impossible-Skill-DC}}
     -->
     -->


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| NudgeAbility2-HitDice =  
| NudgeAbility2-HitDice =  
   <!-- ADDER: use any positive or negative number, or leave blank. -->
   <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility2-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility2-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->




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   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special3ToHit}}       To-Hit       @ CR 1/2 = +3
         {{#var:Special3ToHit}}           To-Hit
         {{#var:Special3TouchAttack}} Touch To-Hit @ CR 1/2 = -1
         {{#var:Special3TouchAttack}}     Touch To-Hit
         {{#var:Special3SaveDC}}     Save DC     @ CR 1/2 = 10
         {{#var:Special3SaveDC}}         Save DC
         {{#var:Special3StandardDmg}} Std Damage   @ CR 1/2 = 1d6
         {{#var:Special3StandardDmg}}     Std Damage
         {{#var:Special3SwiftDmg}}   Swift Damage @ CR 1/2 = 1d3
         {{#var:Special3SwiftDmg}}       Swift Damage
         {{#var:Special3AlphaDmg}}   Alpha Damage @ CR 1/2 = 1d6
         {{#var:Special3AlphaDmg}}       Alpha Damage
         {{#var:Special3-Ability-Dmg}} Stat Damage @ CR 1/2 = 1d2
         {{#var:Special3-Ability-Dmg}}   Stat Damage
         {{#var:Special3-HitPoints}} Hit Points   @ CR 1/2 = 7
         {{#var:Special3-Hit-Points}}     Hit Points
         {{#var:Special3-HitDice}}   Hit Dice     @ CR 1/2 = 1
         {{#var:Special3-Hit-Dice}}       Hit Dice
         {{#var:Easy-Skill-DC}}                   @ CR 1/2 = 3
        {{#var:Special3-Maneuver-Offense}}      Maneuver Offense
         {{#var:Average-Skill-DC}}                 @ CR 1/2 = 12
        {{#var:Special3-Maneuver-Defense}}      Maneuver Defense
         {{#var:Challenging-Skill-DC}}             @ CR 1/2 = 13
         {{#var:Easy-Skill-DC}}
         {{#var:Hard-Skill-DC}}                   @ CR 1/2 = 16
         {{#var:Average-Skill-DC}}
         {{#var:Impossible-Skill-DC}}             @ CR 1/2 = 22
         {{#var:Challenging-Skill-DC}}
         {{#var:Hard-Skill-DC}}
         {{#var:Impossible-Skill-DC}}
     -->
     -->


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| NudgeAbility3-HitDice =  
| NudgeAbility3-HitDice =  
   <!-- ADDER: use any positive or negative number, or leave blank. -->
   <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility3-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility3-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->




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   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special4ToHit}}       To-Hit       @ CR 1/2 = +3
         {{#var:Special4ToHit}}           To-Hit
         {{#var:Special4TouchAttack}} Touch To-Hit @ CR 1/2 = -1
         {{#var:Special4TouchAttack}}     Touch To-Hit
         {{#var:Special4SaveDC}}     Save DC     @ CR 1/2 = 10
         {{#var:Special4SaveDC}}         Save DC
         {{#var:Special4StandardDmg}} Std Damage   @ CR 1/2 = 1d6
         {{#var:Special4StandardDmg}}     Std Damage
         {{#var:Special4SwiftDmg}}   Swift Damage @ CR 1/2 = 1d3
         {{#var:Special4SwiftDmg}}       Swift Damage
         {{#var:Special4AlphaDmg}}   Alpha Damage @ CR 1/2 = 1d6
         {{#var:Special4AlphaDmg}}       Alpha Damage
         {{#var:Special4-Ability-Dmg}} Stat Damage @ CR 1/2 = 1d2
         {{#var:Special4-Ability-Dmg}}   Stat Damage
         {{#var:Special4-HitPoints}} Hit Points   @ CR 1/2 = 7
         {{#var:Special4-Hit-Points}}     Hit Points
         {{#var:Special4-HitDice}}   Hit Dice     @ CR 1/2 = 1
         {{#var:Special4-Hit-Dice}}       Hit Dice
         {{#var:Easy-Skill-DC}}                   @ CR 1/2 = 3
        {{#var:Special4-Maneuver-Offense}}      Maneuver Offense
         {{#var:Average-Skill-DC}}                 @ CR 1/2 = 12
        {{#var:Special4-Maneuver-Defense}}      Maneuver Defense
         {{#var:Challenging-Skill-DC}}             @ CR 1/2 = 13
         {{#var:Easy-Skill-DC}}
         {{#var:Hard-Skill-DC}}                   @ CR 1/2 = 16
         {{#var:Average-Skill-DC}}
         {{#var:Impossible-Skill-DC}}             @ CR 1/2 = 22
         {{#var:Challenging-Skill-DC}}
         {{#var:Hard-Skill-DC}}
         {{#var:Impossible-Skill-DC}}
     -->
     -->


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| NudgeAbility4-HitDice =  
| NudgeAbility4-HitDice =  
   <!-- ADDER: use any positive or negative number, or leave blank. -->
   <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility4-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility4-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->




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   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special5ToHit}}       To-Hit       @ CR 1/2 = +3
         {{#var:Special5ToHit}}           To-Hit
         {{#var:Special5TouchAttack}} Touch To-Hit @ CR 1/2 = -1
         {{#var:Special5TouchAttack}}     Touch To-Hit
         {{#var:Special5SaveDC}}     Save DC     @ CR 1/2 = 10
         {{#var:Special5SaveDC}}         Save DC
         {{#var:Special5StandardDmg}} Std Damage   @ CR 1/2 = 1d6
         {{#var:Special5StandardDmg}}     Std Damage
         {{#var:Special5SwiftDmg}}   Swift Damage @ CR 1/2 = 1d3
         {{#var:Special5SwiftDmg}}       Swift Damage
         {{#var:Special5AlphaDmg}}   Alpha Damage @ CR 1/2 = 1d6
         {{#var:Special5AlphaDmg}}       Alpha Damage
         {{#var:Special5-Ability-Dmg}} Stat Damage @ CR 1/2 = 1d2
         {{#var:Special5-Ability-Dmg}}   Stat Damage
         {{#var:Special5-HitPoints}} Hit Points   @ CR 1/2 = 7
         {{#var:Special5-Hit-Points}}     Hit Points
         {{#var:Special5-HitDice}}   Hit Dice     @ CR 1/2 = 1
         {{#var:Special5-Hit-Dice}}       Hit Dice
         {{#var:Easy-Skill-DC}}                   @ CR 1/2 = 3
        {{#var:Special5-Maneuver-Offense}}      Maneuver Offense
         {{#var:Average-Skill-DC}}                 @ CR 1/2 = 12
        {{#var:Special5-Maneuver-Defense}}      Maneuver Defense
         {{#var:Challenging-Skill-DC}}             @ CR 1/2 = 13
         {{#var:Easy-Skill-DC}}
         {{#var:Hard-Skill-DC}}                   @ CR 1/2 = 16
         {{#var:Average-Skill-DC}}
         {{#var:Impossible-Skill-DC}}             @ CR 1/2 = 22
         {{#var:Challenging-Skill-DC}}
         {{#var:Hard-Skill-DC}}
         {{#var:Impossible-Skill-DC}}
     -->
     -->


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| NudgeAbility5-HitDice =  
| NudgeAbility5-HitDice =  
   <!-- ADDER: use any positive or negative number, or leave blank. -->
   <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility5-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility5-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->




Line 765: Line 785:
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special6ToHit}}       To-Hit       @ CR 1/2 = +3
         {{#var:Special6ToHit}}           To-Hit
         {{#var:Special6TouchAttack}} Touch To-Hit @ CR 1/2 = -1
         {{#var:Special6TouchAttack}}     Touch To-Hit
         {{#var:Special6SaveDC}}     Save DC     @ CR 1/2 = 10
         {{#var:Special6SaveDC}}         Save DC
         {{#var:Special6StandardDmg}} Std Damage   @ CR 1/2 = 1d6
         {{#var:Special6StandardDmg}}     Std Damage
         {{#var:Special6SwiftDmg}}   Swift Damage @ CR 1/2 = 1d3
         {{#var:Special6SwiftDmg}}       Swift Damage
         {{#var:Special6AlphaDmg}}   Alpha Damage @ CR 1/2 = 1d6
         {{#var:Special6AlphaDmg}}       Alpha Damage
         {{#var:Special6-Ability-Dmg}} Stat Damage @ CR 1/2 = 1d2
         {{#var:Special6-Ability-Dmg}}   Stat Damage
         {{#var:Special6-HitPoints}} Hit Points   @ CR 1/2 = 7
         {{#var:Special6-Hit-Points}}     Hit Points
         {{#var:Special6-HitDice}}   Hit Dice     @ CR 1/2 = 1
         {{#var:Special6-Hit-Dice}}       Hit Dice
         {{#var:Easy-Skill-DC}}                   @ CR 1/2 = 3
        {{#var:Special6-Maneuver-Offense}}      Maneuver Offense
         {{#var:Average-Skill-DC}}                 @ CR 1/2 = 12
        {{#var:Special6-Maneuver-Defense}}      Maneuver Defense
         {{#var:Challenging-Skill-DC}}             @ CR 1/2 = 13
         {{#var:Easy-Skill-DC}}
         {{#var:Hard-Skill-DC}}                   @ CR 1/2 = 16
         {{#var:Average-Skill-DC}}
         {{#var:Impossible-Skill-DC}}             @ CR 1/2 = 22
         {{#var:Challenging-Skill-DC}}
         {{#var:Hard-Skill-DC}}
         {{#var:Impossible-Skill-DC}}
     -->
     -->


Line 807: Line 829:
| NudgeAbility6-HitDice =  
| NudgeAbility6-HitDice =  
   <!-- ADDER: use any positive or negative number, or leave blank. -->
   <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility6-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility6-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->




Line 823: Line 851:
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special7ToHit}}       To-Hit       @ CR 1/2 = +3
         {{#var:Special7ToHit}}           To-Hit
         {{#var:Special7TouchAttack}} Touch To-Hit @ CR 1/2 = -1
         {{#var:Special7TouchAttack}}     Touch To-Hit
         {{#var:Special7SaveDC}}     Save DC     @ CR 1/2 = 10
         {{#var:Special7SaveDC}}         Save DC
         {{#var:Special7StandardDmg}} Std Damage   @ CR 1/2 = 1d6
         {{#var:Special7StandardDmg}}     Std Damage
         {{#var:Special7SwiftDmg}}   Swift Damage @ CR 1/2 = 1d3
         {{#var:Special7SwiftDmg}}       Swift Damage
         {{#var:Special7AlphaDmg}}   Alpha Damage @ CR 1/2 = 1d6
         {{#var:Special7AlphaDmg}}       Alpha Damage
         {{#var:Special7-Ability-Dmg}} Stat Damage @ CR 1/2 = 1d2
         {{#var:Special7-Ability-Dmg}}   Stat Damage
         {{#var:Special7-HitPoints}} Hit Points   @ CR 1/2 = 7
         {{#var:Special7-Hit-Points}}     Hit Points
         {{#var:Special7-HitDice}}   Hit Dice     @ CR 1/2 = 1
         {{#var:Special7-Hit-Dice}}       Hit Dice
         {{#var:Easy-Skill-DC}}                   @ CR 1/2 = 3
        {{#var:Special7-Maneuver-Offense}}      Maneuver Offense
         {{#var:Average-Skill-DC}}                 @ CR 1/2 = 12
        {{#var:Special7-Maneuver-Defense}}      Maneuver Defense
         {{#var:Challenging-Skill-DC}}             @ CR 1/2 = 13
         {{#var:Easy-Skill-DC}}
         {{#var:Hard-Skill-DC}}                   @ CR 1/2 = 16
         {{#var:Average-Skill-DC}}
         {{#var:Impossible-Skill-DC}}             @ CR 1/2 = 22
         {{#var:Challenging-Skill-DC}}
         {{#var:Hard-Skill-DC}}
         {{#var:Impossible-Skill-DC}}
     -->
     -->


Line 865: Line 895:
| NudgeAbility7-HitDice =  
| NudgeAbility7-HitDice =  
   <!-- ADDER: use any positive or negative number, or leave blank. -->
   <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility7-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility7-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->




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   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special8ToHit}}       To-Hit       @ CR 1/2 = +3
         {{#var:Special8ToHit}}           To-Hit
         {{#var:Special8TouchAttack}} Touch To-Hit @ CR 1/2 = -1
         {{#var:Special8TouchAttack}}     Touch To-Hit
         {{#var:Special8SaveDC}}     Save DC     @ CR 1/2 = 10
         {{#var:Special8SaveDC}}         Save DC
         {{#var:Special8StandardDmg}} Std Damage   @ CR 1/2 = 1d6
         {{#var:Special8StandardDmg}}     Std Damage
         {{#var:Special8SwiftDmg}}   Swift Damage @ CR 1/2 = 1d3
         {{#var:Special8SwiftDmg}}       Swift Damage
         {{#var:Special8AlphaDmg}}   Alpha Damage @ CR 1/2 = 1d6
         {{#var:Special8AlphaDmg}}       Alpha Damage
         {{#var:Special8-Ability-Dmg}} Stat Damage @ CR 1/2 = 1d2
         {{#var:Special8-Ability-Dmg}}   Stat Damage
         {{#var:Special8-HitPoints}} Hit Points   @ CR 1/2 = 7
         {{#var:Special8-Hit-Points}}     Hit Points
         {{#var:Special8-HitDice}}   Hit Dice     @ CR 1/2 = 1
         {{#var:Special8-Hit-Dice}}       Hit Dice
         {{#var:Easy-Skill-DC}}                   @ CR 1/2 = 3
        {{#var:Special8-Maneuver-Offense}}      Maneuver Offense
         {{#var:Average-Skill-DC}}                 @ CR 1/2 = 12
        {{#var:Special8-Maneuver-Defense}}      Maneuver Defense
         {{#var:Challenging-Skill-DC}}             @ CR 1/2 = 13
         {{#var:Easy-Skill-DC}}
         {{#var:Hard-Skill-DC}}                   @ CR 1/2 = 16
         {{#var:Average-Skill-DC}}
         {{#var:Impossible-Skill-DC}}             @ CR 1/2 = 22
         {{#var:Challenging-Skill-DC}}
         {{#var:Hard-Skill-DC}}
         {{#var:Impossible-Skill-DC}}
     -->
     -->


Line 923: Line 961:
| NudgeAbility8-HitDice =  
| NudgeAbility8-HitDice =  
   <!-- ADDER: use any positive or negative number, or leave blank. -->
   <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility8-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility8-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->




Line 939: Line 983:
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!--Available Variables:  
   <!--Available Variables:  
         {{#var:Special9ToHit}}       To-Hit       @ CR 1/2 = +3
         {{#var:Special91ToHit}}           To-Hit
         {{#var:Special9TouchAttack}} Touch To-Hit @ CR 1/2 = -1
         {{#var:Special9TouchAttack}}     Touch To-Hit
         {{#var:Special9SaveDC}}     Save DC     @ CR 1/2 = 10
         {{#var:Special9SaveDC}}         Save DC
         {{#var:Special9StandardDmg}} Std Damage   @ CR 1/2 = 1d6
         {{#var:Special9StandardDmg}}     Std Damage
         {{#var:Special9SwiftDmg}}   Swift Damage @ CR 1/2 = 1d3
         {{#var:Special9SwiftDmg}}       Swift Damage
         {{#var:Special9AlphaDmg}}   Alpha Damage @ CR 1/2 = 1d6
         {{#var:Special9AlphaDmg}}       Alpha Damage
         {{#var:Special9-Ability-Dmg}} Stat Damage @ CR 1/2 = 1d2
         {{#var:Special9-Ability-Dmg}}   Stat Damage
         {{#var:Special9-HitPoints}} Hit Points   @ CR 1/2 = 7
         {{#var:Special9-Hit-Points}}     Hit Points
         {{#var:Special9-HitDice}}   Hit Dice     @ CR 1/2 = 1
         {{#var:Special9-Hit-Dice}}       Hit Dice
         {{#var:Easy-Skill-DC}}                   @ CR 1/2 = 3
        {{#var:Special9-Maneuver-Offense}}      Maneuver Offense
         {{#var:Average-Skill-DC}}                 @ CR 1/2 = 12
        {{#var:Special9-Maneuver-Defense}}      Maneuver Defense
         {{#var:Challenging-Skill-DC}}             @ CR 1/2 = 13
         {{#var:Easy-Skill-DC}}
         {{#var:Hard-Skill-DC}}                   @ CR 1/2 = 16
         {{#var:Average-Skill-DC}}
         {{#var:Impossible-Skill-DC}}             @ CR 1/2 = 22
         {{#var:Challenging-Skill-DC}}
         {{#var:Hard-Skill-DC}}
         {{#var:Impossible-Skill-DC}}
     -->
     -->


Line 981: Line 1,027:
| NudgeAbility9-HitDice =  
| NudgeAbility9-HitDice =  
   <!-- ADDER: use any positive or negative number, or leave blank. -->
   <!-- ADDER: use any positive or negative number, or leave blank. -->
| NudgeAbility9-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeAbility9-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->




Line 987: Line 1,039:


| 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.
| 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.





Revision as of 20:26, 15 August 2017

Goblin (CR 1)

Neutral Evil - Small - Fey (Goblinoid)
Lore: Know (Nature)
2 16
Basic DC Full DC
Initiative
Initiative Icon 2.png
3
Perception:
13 +3
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
14
Man Def
Shield Icon 3.png
15
Monster Health
31 15 2
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +5
Refl: +0
Will: +0

Strong Against:

Weak Against:

Offense

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

Standard Attack (Melee):

  • 1x Goblin "Sword" +3 (1d4/19-20 x2)
    as undefined damage type

Full Attack (Melee):

  • 3x Goblin "Sword" +3 (1d4/19-20 x2)
    as undefined damage type

Standard Attack (Ranged):

  • 1x Goblinov Cocktail +3 (1d4/19-20 x2)
    as undefined damage type
    (Increment: 10 ft.; Max Range: 50 ft.)

Full Attack (Ranged):

Siege Damage:

  • 1x Goblin Gnaw +3 (1d2)

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 the minimum possible roll in 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. Their wretched ability to gnaw their way eventually into just about anything means that most cities have bounties on Goblin heads, no questions asked, as a Goblin infestation will eventually lay waste to about anything. 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: 400

Treasure: Sellable Goods worth 219 gp.

Weight: 10 lbs.     Volume: 0.4 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)