| Post/Author/DateTime | Post |
|---|---|
| Nilbog01-12-08, 11:44 PM | Deathgoblin Leaper Medium Monstrous Humanoid Hit Dice: 3d8+6 (19 hp) Initiative: +3 Speed: 30 ft. Armor Class: 12 (-1 Dex, +3 natural), touch 9, flat-footed 12 Base Attack/Grapple: +3/+6 Attack: Claw +6 melee (1d6+3) Full Attack: 2 claws +6 melee (1d6+3) Space/Reach: 5 ft./5 ft. Special Attacks: Blood rage Special Qualities: Low-light vision Saves: Fort +3, Ref +2, Will +4 Abilities: Str 17, Dex 10, Con 15, Int 7, Wis 13, Cha 6 Skills: Jump +7, Spot +4, Survival +4 Feats: Improved Initiative, Track Environment: Warm or temperate deserts and mountains Organization: Solitary, gang (2-8), or tribe (9-36 plus 50% noncombatants) Challenge Rating: 2 Alignment: Usually chaotic evil Advancement: By character class A creature, semi-human, bounds clumsily towards you. Its legs are bent and muscled, its arms split into two claws instead of hands. Its jaw is unusually large. Deathgoblin Leapers are horrifying creatures corrupted from goblins by nightmare spells. They are about the size of an ordinary hobgoblin, but have much tougher hides, kangaroo-like legs with deformed feet, and arms split into two long, clawed "fingers". All Deathgoblin Leapers have even more enmity and resentment toward other humanoids than do normal hobgoblins; most of them are excessively violent, usually foolishly so. They generally live in small, brutish gangs or clans, ruled by the strongest individual. They cannot wield weapons, and disdain clothing and armor. COMBAT Deathgoblin Leapers charge into combat viciously, tearing apart their prey at heedless risk to their own lives. Blood Rage (Ex): A Deathgoblin Leaper which takes damage in combat flies into a berserk state. It gains +10 ft. speed, +4 Strength, and suffers -2 AC. The blood rage cannot be ended voluntarily and lasts for 1 minute. Skills: A Deathgoblin Leaper has a +4 racial bonus to Jump checks. |
| DebiHuman01-13-08, 12:18 AM | I think these are pretty good. I'd give them a +4 racial bonus to Jump and a kick attack. Furthermore, they should either use their claws or their kick not both together. The name is sorely lacking. Perhaps simply Hopping Hobgoblins (in much the same way there is a Hopping Vampire). Debby |
| Nilbog01-13-08, 10:02 PM | I think these are pretty good. I'd give them a +4 racial bonus to Jump and a kick attack. Furthermore, they should either use their claws or their kick not both together. The name is sorely lacking. Perhaps simply Hopping Hobgoblins (in much the same way there is a Hopping Vampire). Debby I'll give them a Jump bonus - good idea. I know the name is bad - I'll come up with a better one. |
| Watsyurname52901-13-08, 10:41 PM | Or how about just Hoplins? Also, I think they should have a slightly higher Dex seeing they like to jump around and are related to other goblins (which also have Dex bonuses). Maybe upping it to just 12 for a +1? |
| Nilbog01-14-08, 09:16 PM | Or how about just Hoplins? Also, I think they should have a slightly higher Dex seeing they like to jump around and are related to other goblins (which also have Dex bonuses). Maybe upping it to just 12 for a +1? Possible ... but I was thinking that hopping isn't actually that agile of a movement mode (hard to turn). They are essentially deformed, anyway. |
| Nilbog01-14-08, 09:29 PM | Deathgoblin Flayer Medium Monstrous Humanoid Hit Dice: 5d8+13 (35 hp) Initiative: +2 Speed: 30 ft. Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14 Base Attack/Grapple: +5/+9 Attack: Bite +9 melee (1d8+4) Full Attack: Bite +9 melee (1d8+4), 2 claws +7 melee (1d6+2) Space/Reach: 5 ft./5 ft. Special Attacks: Blood rage Special Qualities: Darkvision 60 ft., low-light vision, scent Saves: Fort +4, Ref +6, Will +5 Abilities: Str 19, Dex 14, Con 15, Int 5, Wis 13, Cha 6 Skills: Spot +3, Survival +7 (+13 following tracks*) Feats: Multiattack, Track Environment: Warm or temperate deserts and mountains Organization: Solitary or gang (2-8) Challenge Rating: 3 Alignment: Usually chaotic evil Advancement: By character class A hideously deformed semi-human thing charges at frightful speed. It appears to be half goblin and half saber-toothed cat. Deathgoblin Flayers are corruptions of the already brutish bugbears, even more deformed than Leapers. They resemble a goblin only below the arms; the hands are savagely clawed paws, and the head and neck are those of a grotesquely hairless cat with enormous fangs. All Deathgoblin Flayers are insanely violent. They are often produced to track down a difficult prey, since their tracking skills are legendary. They will then attack the prey murderously; for more powerful victims, the Flayer's master is likely to use the Flayer as an expendable tracker for a highly trained assassin. They are generally solitary, short-lived destroyers, but if several are created at once, they may pool their resources to create further destruction. COMBAT Deathgoblin Flayers charge into combat viciously, tearing apart their prey at heedless risk to their own lives. Blood Rage (Ex): A Deathgoblin Flayer which takes damage in combat flies into a berserk state. It gains +10 ft. speed, +4 Strength, and suffers -2 AC. The blood rage cannot be ended voluntarily and lasts for 1 minute. Skills: A Deathgoblin Flayer has a +6 racial bonus to Survival checks to follow a trail. |
| Nilbog01-17-08, 03:38 PM | Deathgoblin Mage Medium Monstrous Humanoid Hit Dice: 5d8+5 (27 hp) Initiative: +3 Speed: 30 ft. Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13 Base Attack/Grapple: +5/+7 Attack: Claw +7 melee (1d6+2) Full Attack: 2 claws +7 melee (1d6+2) Space/Reach: 5 ft./5 ft. Special Attacks: Spells, trance Special Qualities: Darkvision 60 ft., low-light vision, SR 10 Saves: Fort +2, Ref +7, Will +5 Abilities: Str 15, Dex 16, Con 13, Int 11, Wis 13, Cha 14 Skills: Spot +3, Spellcraft +11 Feats: Spell Focus (evocation) Environment: Warm or temperate deserts and mountains Organization: Solitary or troupe (1 plus 2-5 deathgoblin leapers or 3-8 hobgoblins) Challenge Rating: 5 Alignment: Usually chaotic evil Advancement: By character class A wizened, semi-human thing stands before you, muttering arcane words and clasping a spellbook in its taloned hands. Deathgoblin Mages are hobgoblins subjected to the nightmarish rites which create deathgoblins. They resemble a stretched, gaunt goblin; their hands are eagle-like talons. Deathgoblin Mages tend toward extreme cruelty and arrogance. Their spellcasting powers allow them to dominate weaker creatures by force or even by magical compulsion. The only creature which Deathgoblin Mages both fear and respect are dragons; ogre mages are seen as equals, and all other humanoid and giant races are looked down upon as clumsy clods. They are almost always created one at a time, but they will cajole and bully ordinary hobgoblins or lesser deathgoblins into service. COMBAT Deathgoblin Mages fight with tactics and spells, unlike the brutish rage of other deathgoblins. They love to use magic missile to strike well-defended foes and mage armor to protect themselves. Spells: A Deathgoblin Mage casts spells as a 5th-level sorcerer (spells per day: 6/6/4; spells known: 6/4/2). Save DC 12 + spell level. Trance (Ex): A Deathgoblin Mage which takes damage in combat falls into a mystical trance state which enhances its spells. It gains a +4 bonus to Charisma and a -2 penalty to AC. The trance cannot be ended voluntarily and lasts for 1 minute. Skills: A Deathgoblin Mage has a +4 racial bonus to Spellcraft checks. |
| Nilbog01-17-08, 03:43 PM | DEATHGOBLINS: General Information Deathgoblins were once ordinary goblinoids, but were transformed into hideous forms by mighty magic worked by a goblinoid spellcaster. The result depends on the type of goblinoid: goblins become Leapers, bugbears become Flayers, and hobgoblins become Mages. Each type has a characteristic personality and attitude. These are not learned from a (usually nonexistent) society, but are implanted by the spell rituals used to transform the goblinoid into a deathgoblin. Deathgoblin Society Most deathgoblins have no society more advanced than simple, free-roaming gangs of marauders. Any deathgoblin which worships at all will probably venerate Erythnul. |