Goblin, Brute (Herregor Supplement)
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In the world that contains Herregor, Goblin is the generic name for a host of similar creatures born from the feywild. During the Elfwars these creatures did the bidding of the faerie lords. When the fighting was done and the barrier sealed, many were left behind by their master and have since "gone native".
Goblins have a strange society. Amongst their own kind they mix as a single race. A horde of goblins may include a mix of all the types (brutes, skulkers, and tricksters) and they make little distinction amongst themselves. They do not breed as men do, that much is known, but from that point the legends differ. Stories tell of goblins who steal children to raise as their own, imparting their own form to them, as well as men who drink of ensorcelled wine or eat of tainted food and join their ranks. Other stories tell of how they spring fully formed from the earth.
The term "Brute Goblin" is not the proper name of these creatures but is more definitive of their role. Brute goblins are strong and bloodthirsty. They often eat the raw flesh of men, and are known to be dangerous and hard to kill. Trolls, redcaps, bugbears, ogres, and spriggans all belong to the "brute goblin" family.
Brute Goblins
Size/Type: | Small Humanoid (Fey) | Medium Humanoid (Fey) | Large Humanoid (Fey) |
---|---|---|---|
Hit Dice: | 1d8+2 (6 hp) | 3d8+9 (21 hp) | 8d8+40 (72 hp) |
Initiative: | +3 | +0 | +0 |
Speed: | 20 ft.(4 squares) | 30 ft.(6 squares) | 40 ft.(8 squares) |
Armor Class: | 14 (+3 dex, +1 size) DR 6 (+4 chain shirt, +2 natural), touch 14, flat-footed 11 | 12 (+2 parry) DR 9 (+5 breastplate, +4 natural), touch 11, flat-footed 10 | 15 (+6 Parry, -1 size) DR 9 (+3 studded leather, +6 natural), touch 13, flat-footed 9 |
Base Attack/Grapple: | +0/-2 | +2/+4 | +6/+1/+18 |
Attack: | Small Greataxe +3 melee (1d10+2/×3) or shortbow +3 ranged (1d6/×3) | Greatsword +6 melee (2d6+6) or shortbow +2 ranged (1d6/×3) | Greatclub +14 melee (1d10+12) |
Full Attack: | Small Greataxe +3 melee (1d10+2/×3) or shortbow +3 ranged (1d6/×3) | Greatsword +6 melee (2d6+6) or shortbow +2 ranged (1d6/×3) | Greatclub +14/+9 melee (1d10+12) |
Space/Reach: | 5 ft./5 ft. | 5 ft./5 ft. | 10 ft./10 ft. |
Special Attacks: | See Text | See Text | See Text |
Special Qualities: | darkvision 60 ft., See Text | darkvision 60 ft., See Text | darkvision 60 ft., See Text |
Saves: | Fort +2, Ref +5, Will +2 | Fort +6, Ref +1, Will +2 | Fort +11, Ref +2, Will +2 |
Abilities: | Str 14, Dex 16, Con 15, Int 10, Wis 13, Cha 6 | Str 18, Dex 11, Con 16, Int 10, Wis 13, Cha 6 | Str 26, Dex 10, Con 20, Int 6, Wis 13, Cha 6 |
Skills: | Climb +3, Jump +3, Swim +4, Stealth +7 | Climb +6, Jump +6, Swim +5 | Climb +12, Jump +14, Swim +8 |
Feats: | Weapon Focus (greataxe), | Weapon Focus (greatsword), Power Attack | Weapon Focus (greatclub), Power Attack, Improved Bull Rush |
Environment: | Any | Any | Any |
Organization: | Group (2-4), horde (11-20 plus 2 Medium Brute Goblins and 1 Large Brute Goblin) | Team (2-4), horde(11-20 plus 2 Large Brute Goblins) | group(2-4), horde(11-20 plus 1 ringleader 11th level elfsworn or 12 hit dice trickster goblin) |
Challenge Rating: | 1 | 2 | 5 |
Treasure: | Standard coins; double goods; standard items | Standard coins; double goods; standard items | Standard coins; double goods; standard items |
Alignment: | Unaligned or evil | Unaligned or evil | Unaligned or evil |
Advancement: | By character class | By character class | By character class |
Level Adjustment: | +2 | +3 | +3 |
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You see a powerfully built monster wearing a worn and pitted breastplate over thick, green hide. Red eyes peer at you from beneath a low brow, and its wide mouth cracks into a smile filled with rows of sharp teeth. It grips a long and notched greatsword still wet with the blood of a kill and moves toward you with black intent.
Brute goblins are variable in appearance as well as size. All are horrible to look upon, but their basic form may range from small, twisted men covered in knotty muscles to huge slavering giants with mouths full of shark like teeth. Many also possess various combinations of animal like features and they often carry weapons and armor of strange design or materials. Some common features include thick hides and red eyes that reflect the light in darkness.
Combat
In combat brute goblins take advantage of their great strength and durability to hack foes to death in as direct a fashion as possible. The smaller varieties will make use of simple ambush tactics, the larger varieties will forgo this unless other factors enforce it.
In addition to their standard combat abilities brute goblins posses one or more of these special qualities:
- Berserker (ex): The goblin may rage as a barbarian whose level is equal to the goblin's hit dice.
- Damage Reduction (ex): 5, 10, or 15/cold iron.
- Disproportionate Strength (su): The goblin's strength is 6 higher than normal.
- Enlarge (sp): At will the goblin can increase its size by one step (as per the spell Enlarge Person). Some goblins can increase their size by up to two steps.
- Glutton (ex): The goblin gains a wide mouth full of horrible fangs that allow for a terrible bite. During a full attack the goblin may make an additional attack at it's full BAB dealing 1d6 for small, 1d8 for medium, and 2d6 for large plus the goblin's strength bonus.
- Horns (ex): A goblin with horns may begin a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack at it's full base attack bonus that deals 1d6 for small, 2d6 for medium, or 4d6 for large, plus the goblin's strength bonus.
- Powerful Build: The goblin's size is treated as if it where one step larger for all mechanics except space and reach.
- Regeneration (ex): 3, 6, or 9/cold iron.
In addition to these special qualities goblins often (but not always) posses the following weaknesses:
- Aversion to Holy Ground: Goblins with this weakness cannot tread on the grounds of temples, churches, or graveyards consecrated and maintained by clerics of the Triad.
- Pained by Church Bells: When church bells are rung on consecrated ground, goblins with this weakness must flee the sound as if turned.
- Mistletoe Warding: A sprig of mistletoe hung above a door or window will prevent the entrance of a goblin.
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