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Jul 28

Two New Goblins

As my little playtesting turned semi-campaign has it, the party is having trouble with Goblins.  Now there are only a few goblins and I want (need?) more so I came up with some others to fill the ranks.  I know there are Goblin Sharpshooters but those are really the sniper of the tribes and I wanted something less skilled so I came up with Goblin Archers.  Yeah I know catchy name. Â  These are level 1 artillery that gain bonuses when they mass fire with each one watching the shooting of the previous one to help understand range and windage and the like.

And then there’s the Goblin Spiritcallers, these little guys are Level 2 Controllers.  They get their powers from the spirits that surround us, that bind us, yadda yadda.  They can use the spirits to immobilize or blast or slide their enemies and heal their allies.

Now these aren’t really all that cool or elite but they’re something I wanted to fit a need I had.  If you can find a usage for them, then all the better.

I’m going to make a few more as well.  I need a Goblin Matron, a Goblin Fleshraiser (one guess as to what he does and no it has nothing to do with Pr0n) and (big hint as to what the Fleshraiser does here), Goblin Zombies.


Goblin Spiritcaller Level 2 Controller (Leader)
Small Natural Humanoid XP 125
Initiative +4 Senses Perception +2; low-light vision
HP 36; Bloodied 18
AC 16; Fortitude 14, Reflex 15, Will 14
Speed 6
Shamanic Staff (Standard) ♦ Weapon
+6 vs. AC; 1d8+2
Spirit of Earth (Standard; at-will)
Ranged 8; +6 vs. Reflex; the target is immobilized (save ends). Hands of earth fold up and envelop the target’s feet and calves.
Spirit of Air (Standard; at-will) ♦ Force
Ranged 10; +7 vs. AC; 1d10+3 and target can be slid 3.
Spirit of Sky (Standard; at-will) ♦ Lightning
Area Burst 1 within 10; +6 vs Reflex; 1d6+3; Lightning arcs down from the heavens with a rolling boom.
Spirit of Nature (Standard; recharge )
Close Burst 3; all goblin allies in burst heal 5 points.
Alignment Evil Languages Common, Goblin
Skills Arcana +6, Religion +8
Str 12 (+2) Dex 14 (+3) Wis 16 (+4)
Con 12 (+2) Int 10 (+1) Cha 8 (+0)
Equipment leather armour, staff


Goblin Archer Level 1 Artillery
Small Natural Humanoid XP 100
Initiative +4 Senses Perception +2; low-light vision
HP 25; Bloodied 12
AC 13; Fortitude 13, Reflex 14, Will 13
Speed 6
Short Sword (Standard; at-will) ♦ Weapon
+6 vs. AC; 1d6+1 damage.
Short Bow (Standard) ♦ Weapon
Ranged 15/30; +8 vs. AC; 1d8+1, and the goblin archer grants an ally within 3 squares of it +2 bonus on its next ranged attack roll against the same target. This power does not stack.
Backpeddle (Immediate Reaction when missed by a melee attack)
The goblin archer shifts 2 squares.
Alignment Evil Languages Common, Goblin
Str 13 (+1) Dex 16 (+3) Wis 11 (+0)
Con 14 (+2) Int 9 (-1) Cha 8 (-1)
Equipment short sword, short bow, 20 arrows, leather armour

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