Goblinoid NPCs
by JD Wiker
Editing: Marc Schmalz
Art: Clarence Harrison
Layout and Typesetting: Marc Schmalz
Goblinoid NPCs is a free publication offered in promotion of Cromagh's Guide to Goblinoids, a fantasy d20 System supplement from The Game Mechanics, Inc.
Cromagh's Guide to
Goblinoids includes six goblinoid
non-player characters for your campaigns--two each of goblins, hobgoblins, and
bugbears. Each appears twice, at two different stages of his or her life. Below
you will find a third version of each goblinoid NPC, further documenting each
character's development.
Ghita, Goblin Scrimshander
Ghita the scrimshander is a vicious and cunning goblin who uses
her arcane magic to bully other members of her goblin tribe into carrying out
her wishes. She was raised as a slave in a hobgoblin camp, escaping one night
with a wizard's spellbook. Her study of magic eventually led her to become a
scrimshander.
Ghita, 12th Level
At 12th level, Ghita is an accomplished scrimshander. Her entire
tribe lives in fear of her, including the chief. She keeps a group of scrimshaw
skeletons as bodyguards, and if anyone in the tribe displeases her, she
dispatches her skeleton retinue to assert her authority. Ghita travels more or
less alone (aside from the skeletons), and a group of adventurers could
encounter her on one of her quests for new magical knowledge. Conversely, the
goblin chief could approach the adventurers about doing away with the horrid
necromancer who dominates the tribe.
Ghita: female goblin, Wiz 5/Goblin Scrimshander 7; CR 12;
Small humanoid (goblinoid); HD 5d4+5 plus 7d4+7; hp 43; Init +3 (+3 Dex); Spd
30 ft.; AC 17, touch 15, flat-footed 14; Base Attack/Grapple: +5/+0; Atk +4
melee (1d6, +1 quarterstaff); Full Atk: +4 melee (1d6, +1
quarterstaff) or +9 ranged (1d8+1, crit 19-20, masterwork light crossbow);
SQ darkvision 60 ft., small script, scrimshackles, improved scrimshaw,
scrimshaw skeleton, advanced scrimshaw; AL NE; SV Fort +4, Ref +9, Will +7; Str
8, Dex 16, Con 13, Int 18, Wis 12, Cha 6.
Skills and Feats:
Alchemy +18, Concentration +17, Craft (scrimshaw) +18, Knowledge (arcana) +12,
Speak Abyssal, Speak Common, Speak Dwarven, Speak Goblin, Speak Orc, Speak
Undercommon, Spellcraft +18; Brew Potion, Combat Casting, Craft Wondrous Item,
Craft Staff, Extend Spell, Maximize Spell, Scribe Scroll, Scrimshaw Spell,
Toughness.
Racial Traits:
Goblins gain a +4 racial bonus to Move Silently checks.
Familiar Benefits:
Grants Ghita Alertness feat (when within arm's reach); Ghita can share spells;
Ghita has an empathic link with and can speak with Shuft.
Spells Prepared
(4/5/5/5/4/3/2; base DC 14 + spell level): 0--dancing lights, daze,
detect magic, mage hand; 1st--charm person, magic
missile (2), sleep (2); 2nd--darkness, flaming sphere, glitterdust,
web (2); 3rd--fireball (2), lightning bolt, slow
(2); 4th--minor globe of invulnerability, improved invisibility
(3); 5th--dominate person (2), teleport; 6th--chain lightning,
flesh to stone.
Spellbook: 0--arcane
mark, dancing lights, daze, detect magic, detect
poison, disrupt undead, flare, ghost sound, light,
mage hand, mending, open/close, prestidigitation, ray
of frost, read magic, resistance; 1st--charm person, identify,
magic missile, sleep, ray of enfeeblement, shocking grasp;
2nd--bull's strength, darkness, flaming sphere, glitterdust,
web; 3rd--hold person, fireball, lightning bolt, slow,
stinking cloud; 4th--minor globe of invulnerability, improved
invisibility; 5th--animate dead, dominate person; 6th--chain
lightning, flesh to stone.
Possessions: Bracers
of armor +3, ring of protection +1, brooch of shielding,
scrimshaw bones (magic missile, ray of enfeeblement, shocking
grasp, darkness, web, lightning bolt (2), stinking
cloud--all at 5th level; dominate person, flesh to stone--at
11th level), scrimshackles (flesh to stone), bag of holding (Type
I), scrolls (1st--mage armor, spider climb; 2nd--invisibility,
summon monster II; 3rd--dispel magic, fly; 4th--black
tentacles, polymorph self), potion of cure light wounds (3), potion
of spider climb, +1 quarterstaff, masterwork light crossbow, 50 +1
bolts, 2 flasks of alchemist's fire, 2 flasks of acid, tanglefoot bag.
Shuft, Bat Familiar: HD 12; hp 21; AC 20; SQ Improved
evasion, can deliver touch attacks, can speak with Ghita, as well as with other
bats, SR 17; Int 8; see MM, Appendix I.
Fowgla, Goblin Trapsmith
Small even for a goblin,
Fowgla resigned himself early to a life of running and hiding. He survived by
following after his tribe and feeding off their scraps, and occasionally was
bold enough to steal food out from under their noses. Fowgla soon realized that
he had a gift for skulking, and made it his life's avocation. He began stealing
more than just food, and not just from other goblins.
Eventually, the tribe
discovered this thievery, and it was only the intervention of Slinka, the tribe
trapsmith, that saved Fowgla's life. He became apprentice to the master
trapsmith.
Fowgla, 4th Level
Fowgla at 4th level is either still an outcast who might befriend
a party of adventurers long enough to eat their food and steal their valuables,
or he has just recently become Slinka's apprentice. In the latter case, Fowgla
might be doing much the same thing, but for a different reason: a thief running
off with an adventurer's favorite magic item makes good bait for a goblin trap.
Fowgla: male goblin Rog 4; CR 4; Small humanoid
(goblinoid); HD 4d6+4; hp 21; Init +4 (+4 Dex); Spd 30 ft.; AC 19, touch 15,
flat-footed 19; Base Attack/Grapple: +3/-1; Atk +4 melee (1d4, crit 19-20,
dagger); Full Atk: +4 melee (1d4, crit 19-20, dagger) or +8 ranged (1d8, crit
19-20, masterwork crossbow) or +8 ranged (special, sling) or +8 ranged (special,
stinkdart); SA Sneak attack (+2d6); SQ Darkvision 60 ft., evasion, uncanny
dodge (retains Dex bonus to AC), apprentice pool; AL NE; SV Fort +3, Ref +11,
Will +2; Str 10, Dex 18, Con 13, Int 15, Wis 10, Cha 6.
Skills and Feats:
Appraise +7, Balance +9, Bluff +4, Climb +1, Craft (trapmaking) +12, Disable
Device +12, Escape Artist +12, Hide +10, Listen +5, Move Silently +14, Open
Lock +14, Search +12, Speak Common, Speak Goblin, Tumble +9, Use Magic Device
+8; Dodge, Mobility.
Racial Traits:
Goblins gain a +4 racial bonus to Move Silently checks.
Possessions:
masterwork light crossbow, 20 bolts, +1 studded leather, sling, 4
tanglestones, 4 stinkdarts, masterwork dagger, 2 flasks of alchemist's fire, 2
thunderstones, smokestick, 3 tindertwigs, potion of invisibility, potion
of reduce (5th level), potion of spider climb, potion of cure
light wounds (2), arcane scroll (grease), 2 divine scrolls (entangle
×2), dust of illusion.
Lishkya, Hobgoblin Kickfighter
Lishkya had a distinguished career as a hobgoblin legionnaire
before she became interested in kickfighting. Her regimented military life left
her little time to improve her kickfighting skills, however, so Lishkya did
something no hobgoblin in her tribe had ever done: She deserted.
Lishkya, 12th Level
By the time Lishkya has reached 12th level, she's the leader of a
group all her own. These might be lawful evil adventurers or a tribe of goblins
she's subjugated. Perhaps she's even managed to hook up with some other
expatriated hobgoblins. In any event, Lishkya is looking for more recruits, and
those who can't follow orders--or who don't want to--aren't terribly useful to
her, except as salvageable corpses.
Lishkya: female hobgoblin War 5/Hobgoblin Kickfighter 7; CR
11; Medium humanoid (goblinoid); HD 5d8+15 plus 7d10+21; hp 62; Init +7 (+3
Dex, +4 Improved Initiative); Spd 40 ft.; AC 24, touch 13, flat-footed 21; Base
Attack/Grapple: +12/+13; Atk +15 melee (1d8+3, crit 19-20, +2 longsword);
Full Atk: +15/+10 melee (1d8+2, crit 19-20, +2 longsword) or +13/+7/+12
melee (1d8+2, crit 19-20, +2 longsword and 1d3+2d4+3, boot spikes) or
+16/+11 ranged (1d6+1, masterwork javelin); SA Stunning kick, sweeping kick,
running kick; SQ Darkvision 60 ft.; AL LE; SV Fort +12, Ref +6, Will +3; Str
12, Dex 16, Con 16, Int 10, Wis 10, Cha 10.
Skills and Feats:
Climb +1, Intimidate +4, Jump +52, Speak Common, Speak Goblin, Tumble +6;
Combat Reflexes, Dodge, Improved Initiative, Improved Unarmed Strike, Kickfighting,
Mobility, Spring Attack.
Racial Traits:
Hobgoblins gain a +4 racial bonus to Move Silently checks.
Possessions: +2 longsword, +2 breastplate, +2
large steel shield, 2 masterwork javelins, masterwork boot spikes, boots
of striding and springing, ring of jumping, handy haversack,
2 tanglefoot bags, 2 flasks alchemist's fire, 3 potions of cure light wounds,
potion of bull's strength, potion of haste, potion of heroism,
potion of invisibility.
Streg, Hobgoblin Warlord
Among hobgoblins, Streg is a
force of nature. A warlord of fearsome prowess, Streg rules with an iron hand,
and brooks neither insubordination nor failure--and his definition of both is
very broad. Streg has ruled his tribe for years, has defeated all challengers,
and bears the scars proudly.
Should several hobgoblin tribes unite and go to war, Streg is the
logical choice to lead them. And should the leadership of such an army be
decided in the traditional hobgoblin method of trial by combat, no one doubts
that Streg will be the last hobgoblin standing.
Streg, 16th Level
At 16th level, Streg is the closest thing the hobgoblins have had
to a true overlord in centuries. No one questions his orders. His army can
crack open all but the most impenetrable city walls. Ogres, trolls, and dire
wolves flock to his vast camp, hoping to take part in the pillaging and
looting. There is no negotiating with Streg: One either surrenders
unconditionally, or comes prepared to fight. Either option suits the mighty
Streg!
Streg: male hobgoblin War 5/Ftr 4/Hobgoblin Warlord
7; CR 15; Medium humanoid (goblinoid); HD 5d10+10 plus 4d10+8 plus 7d10+14; hp
125; Init +0; Spd 20 ft.; AC 23, touch 13, flat-footed 23; Base Attack/Grapple:
+16/+18; Atk +21 melee (2d6+7, crit 17-20, +3 greatsword); Full Atk:
+21/+16/+11 melee (2d6+7, crit 17-20, +3 greatsword) or +19/+14/+9
ranged (1d8+4, crit 19-20, ×3, +1 mighty composite longbow); SQ
Darkvision 60 ft., creative motivation, strict order, harsh example; AL LE; SV
Fort +17, Ref +4, Will +8; Str 14, Dex 10, Con 14, Int 10, Wis 13, Cha 17.
Skills and Feats:
Bluff +12, Climb +7, Diplomacy +9, Intimidate +22, Ride +9, Speak Common, Speak
Goblin; Cleave, Great Cleave, Great Fortitude, Improved Critical (composite
longbow), Improved Critical (greatsword), Leadership, Mounted Archery, Mounted
Combat, Power Attack, Ride-By Attack, Spirited Charge, Sunder, Weapon
Specialization (greatsword).
Racial Traits:
Hobgoblins gain a +4 racial bonus to Move Silently checks.
Possessions: +3
greatsword, +3 half-plate, ring of protection +3, +1 mighty
(+2 Str) composite longbow, 50 +2 arrows, 2 javelins of lightning,
2 potions of cure light wounds, 2 potions of cure moderate wounds,
potion of cure serious wounds, 2 potions of heroism, flask of
alchemist's fire, 2 tanglefoot bags, stone horse (destrier), military
saddle, 4 gems (50 gp each).
Sklorbet, Bugbear Scout
Sklorbet is not particularly famous or respected among bugbears,
but she doesn't particularly want to be, either. Sklorbet is a scout, and her
job is to go unnoticed. Ambush is her specialty, and the demonstration of her
skills has made her the de facto leader of the raiding party with which she now
travels.
Sklorbet, 12th Level
At 12th level, Sklorbet is a veteran bugbear scout. If she gets
the drop on an opponent, she can usually take him down in the first several
seconds of the engagement--particularly if she can utilize her Rapid Shot feat.
At this level, there's no negotiating with Sklorbet to join the adventurers'
group. She's had her fill of adventurers (literally, at times), and wants
nothing more from them than whatever treasure they're carrying.
Sklorbet: female bugbear Rgr 5/Bugbear Scout 7; CR
14; Medium humanoid (goblinoid); HD 3d8+6 plus 5d10+10 plus 7d8+14; hp 66; Init
+9 (+5 Dex, +4 Improved Initiative); Spd 30 ft.; AC 24, touch 15, flat-footed
19; Base Attack/Grapple: +14/+18; Atk +16 melee (1d8+6, crit 19-20, +2
longsword); Full Atk: +16/+11 melee (1d8+6, crit 19-20, +2 longsword)
or +21/+16/+11 ranged (1d8+5, crit ×3, masterwork mighty composite longbow) or
+19/+19/+14/+9 ranged (1d8+5, crit ×3, masterwork mighty composite longbow with
Rapid Shot); SA Favored enemies humans (+2 bonus), goblinoids (+1 bonus), sneak
attack (+2d6); SQ Darkvision 60 ft., ambush (+3), advanced concealment; AL CE;
SV Fort +9, Ref +14, Will +5; Str 18, Dex 20, Con 15, Int 10, Wis 12, Cha 6.
Skills and Feats:
Climb +9, Hide +32, Listen +15, Move Silently +24, Speak Common, Speak Goblin,
Spot +12, Wilderness Lore +13; Alertness, Cat-Footed, Improved Initiative,
Point-Blank Shot, Precise Shot, Rapid Shot, Track.
Racial Traits:
Bugbears gain a +4 racial bonus to Move Silently checks.
Spells Prepared
(1; base DC 11 + spell level): 1st--pass without trace.
Possessions: +2
longsword, masterwork mighty (+4 Str) composite longbow, 50 +1 arrows,
arrow of human slaying, +3 studded leather, eyes of the eagle,
cloak of elvenkind, 2 potions of cure light wounds, 2 potions
of cure moderate wounds, 2 potions of spider climb, 2 potions of
sneaking, 2 tanglefoot bags.
Krogguk, Bugbear Huntmaster
Krogguk is an unusual bugbear in that he's not evil. He is and
has always been a hunter. A lifetime spent tracking down food for the tribe has
taught him that good and evil are just concepts for people to argue about. It's
not about right or wrong in Krogguk's eyes; it's about survival. You do what's
required to survive, and if that's sometimes cruel, so be it--it's sometimes
kind as well.
Krogguk, 4th Level
At 4th level, Krogguk is still
just a bugbear hunter, using his skills to gather food and to avoid any direct
confrontations with anyone who might harbor preconceived notions about how
bugbears react to strangers. In fact, if Krogguk were to encounter a party of
adventurers, he would warn them away from his tribe. There's no sense in one
wiping out the other, after all. Alternately, a 4th-level bugbear ranger could
make a decent leader for a bugbear encounter: Just switch Krogguk's alignment
back to chaotic evil and he fits right in.
Krogguk: male bugbear Rgr 4; CR 6; Medium humanoid
(goblinoid); HD 3d8+6 plus 4d10+8; hp 53; Init +3 (+3 Dex); Spd 30 ft.; AC 18,
touch 13, flat-footed 15; Base Attack/Grapple: +6/+10; Atk +11 melee (1d6+4,
throwing hook); Full Atk: +11/+6 melee (1d6+4, +1 throwing hook) or
+10/+5 melee (1d8+4, crit 19-20, longsword) or +9/+4 ranged (1d6+4, crit ×3,
mighty composite longbow); SA Favored enemies animals (+1 bonus); SQ Darkvision
60 ft.; AL CN; SV Fort +10, Ref +5, Will +6; Str 18, Dex 16, Con 15, Int 10,
Wis 14, Cha 6.
Skills and Feats: Hide +20, Knowledge (nature) +1, Listen
+8, Move Silently +12, Speak Common, Speak Goblin, Spot +8, Wilderness Lore +9;
Alertness, Cat-Footed, Exotic Weapon Proficiency (throwing hook), Track.
Racial Traits:
Bugbears gain a +4 racial bonus to Move Silently checks (already added).
Ranger Spells Prepared (3; base DC 12 + spell level): 1st--detect
animals or plants, entangle, pass without trace.
Possessions:
masterwork throwing hook, longsword, mighty (+4 Str) composite longbow, 40
arrows, chain shirt, large steel shield, cloak of elvenkind, 2 potions
of cure light wounds, potion of jump, potion of spider climb,
2 tanglefoot bags, thunderstone.
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15. COPYRIGHT NOTICE
- Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
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- System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.
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- Cromagh's Guide to Goblinoids, Copyright 2003, The Game Mechanics, Inc.; Author: JD Wiker.
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- Goblinoid NPCs, Copyright 2003, The Game Mechanics, Inc.; Author: JD Wiker.
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