Goblin, Skulker (Herregor Supplement)

From D&D Wiki
Jump to navigation Jump to search

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. Among 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 among 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 "Skulker Goblin" is not the proper name of these creatures but is more definitive of their role. Skulker Goblins are cunning and devious. They lay traps for their enemies that maim and mangle. They brew poisons and use them to ill effect. Some are rumored to be venomous on their own, with fangs like serpents and poison stings that sprout from their palms or from scorpion like tails. They can be capricious, spiteful, murderous, or playful. Sometimes they are all of these things.

Goblins, imps, boggarts, pixies, ettercaps, and sprites all belong to the skulker goblin family. The following statistics represent a skulker goblin that is a 2nd level rogue.

Skulker Goblin (2nd level rogue)
Size/Type: Small Humanoid (Fey)
Hit Dice: 2d8 (10 hp)
Initiative: +4
Speed: 20 ft. (4 squares)
Armor Class: 16 (+1 Size, +4 Dex, +1 Dodge) DR 4 (+2 leather armor, +2 natural), touch 16, flat-footed 11
Base Attack/Grapple: +0/-4
Attack: +5 melee Dagger (1d4)
Full Attack: +5 melee Dagger (1d4)
Space/Reach: 1 sq./1 sq.
Special Attacks: Sneak Attack +1d6, Bleeding Attack (Pathfinder Rogue Talent), See Below
Special Qualities: Darkvision 60', Trapfinding, Evasion, See Below
Saves: Fort +1, Ref +7, Will -1
Abilities: Str 10, Dex 18, Con 12, Int 10, Wis 8, Cha 10
Skills: Stealth +9, Sleight of Hand +9, Climb +5, Acrobatics +9, Disable Device +9, Disguise +5, Escape Artist +9, Craft (trapmaking) +5
Feats: Weapon Finesse
Environment: Any
Organization: Solitary, Pair, Gang (4-12)
Challenge Rating: 1
Treasure: None
Alignment: Unaligned or Evil
Advancement: By character class
Level Adjustment: +4


But a moment ago you thought yourself alone, now you see a pair of red, glowing eyes peering at you from beneath the darkness of your bed. Before you can draw your weapon a small, chittering horror flings itself at you with a blade dripping green ichor grasped in a three-clawed hand. Even as you cross blades with the creature its features are indistinct, you have only the impression of a mad-man's grin leering at you below smoldering eyes amidst blackened skin.

Skulker goblins advance by character class and are always rogues. Skulker goblins vary in appearance. They are small but may be fair and otherworldly or twisted and broken caricatures. Some incorporate animal features into their appearance and these animals are often venomous or sly such as snakes, spiders, rats, and foxes. Insectoid features are also very common.

Combat[edit]

Skulker Goblins loathe a fair fight. They prefer to use ambush tactics and strike from darkness with superior numbers. They use poisons, if available, to weaken opponents and are not above striking, fleeing then returning when secondary damage has hobbled an opponent.

When cornered they may fight like rabid dogs or cast down weapons and grovel for their lives hoping to escape later depending upon the opponents they face. In addition to the abilities described above Skulker goblins often have two or more of the following abilities:

  • Animal Form (sp): Allows the goblin to take the form of a Diminutive Animal at will as the Beast Shape III spell (see the Pathfinder Role-playing Game. Most goblins with this ability have only one form they may assume.
  • One With the Shadows (su): While stationary within a shadowy space the goblin becomes nearly invisible, gaining a +20 to stealth checks. If the goblin moves or makes a sound he loses this bonus.
  • Poisonous: The goblin gains a bite or sting attack that deals 1d4 piercing damage and injects a sort of venom. The poison may duplicate any poison from the DMG but has a save DC equal to 10 + 1/2 of the goblin's hit dice + the goblin's con modifier. Each goblin may inject only a single type of poison.
  • Shadowstep (sp): Once per hour, as a swift action, the goblin may Dimension Door between two areas of shadow or darkness. Some goblins may do this at will.
  • Shadowy Embrace (su): Once per hour the goblin may become incorporeal (becoming a being of living darkness) for 1 round per level. Some goblins may do this at will.
  • Shapeshifter (su): Allows the goblin to use Alter Self at will.
  • Tiny: The goblin is size tiny instead of small.
  • Wings: The goblin has a set of insect or bat like wings that grant flight 40' (good).

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.



Back to Main Page3.5e HomebrewCreatures
Back to Main Page3.5e HomebrewCampaign SettingsHerregorMonsters & Beasts