Goblin

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Goblin (CR 1/2)

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.


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.