Goblin (3.5e Monster)
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A diminutive species of goblin with sharp fangs and a pointy nose. Surprisingly strong for its small size. A familiar nuisance armed with his time-tested punch, these cretins have big ears and a curly cap. Although strong and stupid, they are clever enough to use tools, but they lack patience and foresight. You'll never catch them plowing a field, to say the least. Building is not in their nature, but thievery and destruction, they most certainly are. It is said that there is a goblin at the start of any adventure worth having.
Goblin | |
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Size/Type: | Small Outsider (Esper) |
Hit Dice: | 4d12 + 8 (56 hp) |
Initiative: | 1 |
Speed: | 30 ft |
Armor Class: | 15 (1 Natural armor, +2 Leather Armor, 1 Dex, +1 size), touch 12, flat-footed 13 |
Base Attack/Grapple: | 4/+1 (4 BAB, 1 Str, -4 size) |
Attack: | Small Longsword +5 melee (1d6 + 1) |
Full Attack: | Small Longsword +5 melee (1d6 + 1) |
Space/Reach: | 5 ft/5 ft |
Special Attacks: | Throw Rock, Spell-like Abilities, Goblin Punch
Tongues (Su): All Espers can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
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Special Qualities: | Darkvision 120 ft, Low-Light Vision, 25% Fortification against critical strikes, immune to banishment, dismissal, petrification, death-effect, polymorphing, fear and any enchantment or compulsion effects. +4 racial bonus on saves against all stunning effects, poisons and diseases. |
Saves: | Fort +6, Ref +5, Will +4 |
Abilities: | Str 13, Dex 12, Con 14, Int 9, Wis 11, Cha 7 |
Skills: | Bluff +5, Climb +8, Hide +8, Intimidate +5, Move Silently +8, Sleight of Hand +8, Use Rope +8 |
Feats: | Combat Reflexes, Power Attack |
Environment: | Warm or temperate plains or Underground |
Organization: | Solitary or Gang (4-9) |
Challenge Rating: | 4 |
Treasure: | None |
Alignment: | Neutral Evil |
Advancement: | — |
Level Adjustment: | — |
There's been conflict for as long as anyone can remember. They lay traps for their prey and hunt in packs. For this reason, they are a direct threat to the hunters who also live off the plains. Climate change can cause a decline in prey and force the goblins to wander closer to human settlements in search of food. They love a good fight and like to pounce on unwary humans. It's recommended to stay in large groups when traversing goblin-infested lands.
Combat[edit]
Cowardly but shrewd, goblins are always on the lookout for an opening. They often prey in gangs upon the weak, a Goblin is an aggressive enemy and has two types of attacks: a long-range attack where it throws some sort of stone at the target, and a short-range attack where it hacks at the player with its sword.
Special Attacks[edit]
Throw Rock: A Goblin is an expert at throwing small stones or other improvised objects that are similarly shaped and sized as small rocks. A Goblin gains a +2 bonus on his attack roll with such improvised weapons. If successful, this deals 1d4 + 1 damage.
Spell-like Abilities: 1/day Sleep (DC 11). Caster level is equal to the High Summoner's class level (minimum of 1st). The save DCs = 10 + ½ High Summoner Class level + Goblin's Wisdom modifier. The save DC is Wisdom based.
Overdrive[edit]
Goblin Punch: As a full round action, a Goblin can make a single attack at his highest attack bonus. If successful, he deals 4d8 + (Summoner level x 3) damage.
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Alignment | Neutral Evil + |
Author | The-Marksman + |
Challenge Rating | 4 + |
Environment | Warm or temperate plains or Underground + |
Identifier | 3.5e Monster + |
Level Adjustment | — + |
Rating | Undiscussed + |
Size | Small + |
Subtype | Esper + |
Title | Goblin + |
Type | Outsider + |