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Hellspawn Goblins

Elsewhere I've discussed my desire to reduce the number of sentient humanoid races running around in the Bloodlines campaign world. One of the results of that work is that goblinoids--specifically, goblins and hobgoblins--are the primary "evil humanoids" in my game.

For the hellish army besieging Blackmere City, though, I wanted to add something new--a humanoid creature that would be simultaneously familiar and yet strangely new to the players (all of whom are long-time veterans of D&D).

I knew the army would be composed primarily of goblinoids from the Ten Tribes of the Shard Mountains, and I also knew that I hadn't yet introduced bugbears to my players. That got me started thinking about bugbears as the result of fiendish breeding experiments between hobgoblins and fiends such as barghests. From there, it was only a short leap to the hellspawn goblin.

The hellspawn goblin is built on the "chassis" of the bugbear: 3 HD, strong, and tough. I added in scent to give the hellspawn goblin an edge against invisible or hiding characters, and some claw attacks to make it more bestial than a typical humanoid creature. From its fiendish heritage it gets fire resistance 10 and 3 extra points of natural armor. I then buffed it up a bit physically (+4 Str, +4 Con), reduced its brainpower to make it less likely to think about going AWOL (-2 Int), and gave it a bit stronger will and personality than a typical bugbear (+2 Wis, +2 Cha).

They look much like the bugbear in the Monster Manual, but with a more feral, angry countenance. They disdain shields, preferring to smash their enemies with the biggest, nastiest weapons they can find. Despite their relatively low Intelligence, hellspawn goblins work well in teams thanks to brutal years of martial training at the hands of devil overseers.

Hellspawn Goblin
Medium-size Humanoid (Goblinoid)
Hit Dice: 3d8+9 (22 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 19 (+1 Dex, +6 natural, +2 leather armor)
        Touch AC: 11
        Flat-footed AC: 18
Attacks: Greatsword +6 melee; or 2 claws +6/+6
Damage: Greatsword 2d6+6; or 1d4+4/1d4+4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Darkvision 60’, scent, fire resistance 10
Saves: Fort +6, Ref +4, Will +4
Abilities: Str 19, Dex 12, Con 17, Int 8, Wis 12, Cha 11
Skills: Listen +4, Move Silently +8 (includes +4 racial bonus), Spot +4
Feats: Alertness

Climate/Terrain: Any land
Organization: Solitary, gang (2-4), or troop (11-20 plus 2 Ftr2 sergeants and 1 Ftr5 captain)
Challenge Rating: 3
Treasure: Standard
Alignment: Always lawful evil
Advancement: By character class (level adjustment +4)

All material copyright Andy Collins 2001-2007.