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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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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.
 
Cromagh's Guide to Goblinoids, Copyright 2003, The Game Mechanics, Inc.; Author: JD Wiker.
 
Goblinoid NPCs, Copyright 2003, The Game Mechanics, Inc.; Author: JD Wiker.
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