Goblin, Fey (3.5e Creature)

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For use with Third Edition

Goblin, Fey
Size/Type: Small Fey
Hit Dice: 1d6+5 plus 2d4 (20 hp)
Initiative: +2 if invisible, else +0
Speed: 25 ft.
Armor Class: 5, touch 3, flat-footed 2
Base Attack/Grapple: +1/+0
Attack: Claw +10 melee (2d4+5 plus 1d6) or bite +5 melee (1d4+5)
Full Attack:
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Invisibility, Dread Prescence
Saves: Fort +1, Ref +3, Will +5
Abilities: Str 10, Dex 13, Con 13, Int 20, Wis 18, Cha 12
Skills: Hide +14, Listen +10, Spot +10, Knowledge (Nature) +10
Feats: Alertness, Mobility
Environment: Cold to temperate land or underground
Organization: Solitary, Band (2-10), Horde (15-60 plus 2d8 females) or Enclave (60-200 plus 2d20 females and 1d8 prisoners)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment:


The goblins of Ymirhart are unlike those found on other worlds. Outside of Ymirhart, they are referred to as fey goblins, but on worlds where no standard goblins exist, they are simply goblins. A fey goblin stands about the height of a gnome, with warty green skin, yellow eyes, sharp needle-like teeth, and large pointed ears. They wear patched tunics of brown or red, with matching caps. Short stubby tails protrude from their trousers. One peculiar thing about fey goblins is that they always wear shoes made of iron, which they nonetheless feel comfortable in. Fey goblins can be found almost anywhere, but hide themselves with invisibility. The conclaves of fey goblins, however, are found deep beneath the surface of the ground. Fey goblins speak Goblin, while some are fluent in Common.

Combat

Fey goblins fight dirty, plain and simple. They hide using their invisibility and keep their distance whenever possible, relying on traps and tricks. If their opponents are on horseback, the goblin will try anything possible to spook the steed. If engaged, a fey goblin will bite and claw its attacker and flee at the first sign of escape. If a fey goblin is captured, it will try to mislead its captors into setting it free. If you are familiar with "Tucker's Kobolds", you know how fey goblins behave.

Invisibility (Sp): Three times per day, a fey goblin may turn invisible (as Invisibility cast by a 10th level bard.)

Dreadful Prescence (Su): Fey goblins are so vile and mischievious that they project an aura of dread. Any food, potions, or drinks within a 10-foot radius of a fey goblin curdles and goes bad after 1d4 rounds. This aura does not apply to items made by fey goblins.

For use with Second Edition

Goblin, Fey

  • Climate/Terrain: Forests, Hills or Subterranean
  • Frequency: Uncommon
  • Organization: Enclaves
  • Activity Cycle: Any, prefers night
  • Diet: Omnivore
  • Intelligence: Varies (3-17)
  • Treasure: Kx2, Qx3, D, Qx5 lair
  • Alignment: Chaotic neutral
  • No. Appearing: 1-10 (1d10)
  • Armour Class: 6 or better
  • Movement: 6
  • Hit Dice: 1 (base)
  • THAC0: 19
  • No. of Attacks: 2
  • Damage/Attack: Per weapon
  • Special Attacks: Nil
  • Special Defenses: Invisibility, Dread Prescence
  • Magic Resistance: 20% (and up)
  • Size: S (3 1/2)
  • Morale: Unsteady (7)
  • XP Value: 65 (base)
  • Habitat/Society: Fey goblins form travelling parties above ground to cause mischief, but their true home is underground. Fey goblin enclaves are formed from cave complexes beneath the surface, with each goblin family living for itself in a chaotic environment. Female fey goblins are rarely encountered, being most commonly found at home tending the hearth and stewpot. In an enclave, prisoners of other races may be found. These are slaves to the goblins and are almost always victims of the goblin's baby-snatching (see below).
  • Ecology: When fey goblins venture above ground, it is often under the cover of night, to steal babies from civilized villages. Fey goblins take newborn babies from their houses to be taken to the ground as slaves, and replace them with goblin children. These are known as changelings and have a spell put on them to make them appear like the stolen child. There is a 10% chance that the spell fails. In this case, the goblins flee and attempt to cover their tracks as best they can. In a goblin party there will always be one level 2-4 mage, and a 30% chance of a priest. Goblin priests worship a diety known as the Mighty One and can take the Divination and Protection spheres.



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