Tag Archives: Goblin

Pus-lick Goblin Burrow

Puslick Goblin Burrow

Puslick Goblin Burrow

I really enjoy drawing maps with multiple elevations and overlapping tunnels. I hope this one isn’t too confusing, but I think it makes a great natural goblin stronghold.

From the bottom, the first elevation is ~20’ above ground, the next elevation is ~40’ high, the next is ~50’ high, and the last is ~70’ high. You can be sure that there will be numerous goblins with shortbows raining down arrows on intruders, though there is some cover in the form of  some large boulders that they’ve been too lazy to move.

There are two major burrows where the goblins make their nests. One is near the entrance is for the lowest-ranking goblins, so the floor is likely cluttered with detritus, and the other is protected by a door and features the rare concept (among goblins) of privacy curtains.

“You can smell the goblin warren before you find it. The usual smells of unburied waste, unwashed bodies, and rotten meat is undercut by a much more putrid smell. As you approach the cliff-side, you spot more than a dozen dark vertical gaps in the rockface from which a gabbling of goblin voices echoes. Also issuing down from each hole is a dark brown stain that fades to yellow, then white, near the hole. A crude door level with the ground has a skull-and-crossbones painted on it with the same brown substance. You have a feeling you’re going to need a long bath afterwards.”

Pus-lick Goblins

Goblinoid, CE, 20’, 1-1 HD, 1d4 or by weapon (shortsword or shortbow), F1, Mo 8, xp ??

Diseased weapons:

These goblins coat their weapons and arrows in the foul pus of goblins that have been deliberately given festering infections. The smell and inherent disgust that these weapons instill in their enemies is often enough to incapacitate them.

It takes 1 round for a goblin to apply the coating to a weapon or a bundle of 4x arrows. Goblins typically carry up to three clay bottles (or 1d4-1 bottles if you wish) and are considered to be proficient in its application, so there’s no chance of accidental exposure. Those dealt damage by such weapons must make a Save vs Poison or be Nauseated for 1 round (only Move actions) and have a 50% chance of being infected with the Purple Shakes.

Symptoms start in two days and the disease causes circulation to be restricted to one’s limbs and brain.  This results in extremities turning a deep purple or blue and a feeling of intense cold, numbness, and uncontrolled shaking. Once symptoms start, movement and speech is impossible. There is a 10% chance of naturally recovering and death occurs in 1d4+CON bonus days later (min 24 hrs of symptoms).

Goblinoids of the Cursed Pit – Spawn of the Chasme

A Chasme Demon

Goblin of Chasme, CE, 30′, AC 4, HD 2+1, talon/talon, 1d4/1d4, F2, xp 110

Can only be surprised on a 1 and surprises enemies on a 1-4 on a d6.

Can climb on any surface a fly can at its normal movement rate.

Demonic Sight: Can see normally in magical darkness and has a 50% chance each round to spot an invisible creature.

Spell-like Ability: At will – Darkness (10′ radius, lasts 1 Turn)

The horribly malformed creature used to be a goblin. Its eyes are large multi-faceted lobes and its arms have been transformed into serrated talons. It twitches as it moves on insectile legs covered in thick, long hairs. Suddenly, darkness engulfs you and a tinny, gurgling laugh tickles your ears.

Hobgoblin of Chasme, CE, 40′ / Fly 20′, AC 5, HD 2+4, drinking sword, 1d8, F2, xp 85

Drinking Blade: The chitinous blade weilded by the hobgoblin is a parasitic creature. After every hit, half of the damage it dealt that round (rounded down) is applied as a bonus to damage on its next successful hit. If the hobgoblin should lose his blade, he loses the +4 hp listed above along with the +1 bonus to hit it gives him. The dropped blade or the blade of a dead hobgoblin makes an unearthly keening sound that will summon any Hobgoblin of Chasme within 100′

Sleep Drone: The hobgoblin can buzz and drone his wings as a free action. Those within 20′ that hear it must Save vs Wands or fall into a comatose sleep for 2d4 rounds. The victim cannot be awoken by any means until the Hobgoblin of Chasme stops using this ability. A creature that wakes up can be affected by it upon waking, but anyone that Saved against the effect is immune for the next day.

The creature is wearing crude leather armour appears to have once been a hobgoblin. His face is a mess of chitinous plates and thick black hairs erupt from numerous boils on his skin. On his back are a twitching pair of black-blue wings that resemble a fly’s. In one hand is a disgusting blade of twitching chitin that you suspect has an eye and in the other is a chitinous shield bearing a black fly emblem.

Bugbear of Chasme, CE, 30′, AC 2, HD 4, claw/claw, 1d6+bleed/1d6+bleed, F4, xp 250

The bugbear retains it’s ability to surprise enemies using stealth, doing so on a 1-3 on a d6.

Rending Talons: Every hit causes a deep, bleeding wound. These wounds cause 1 damage per round on the victim’s turn. Additional hits causing bleed damage stack with this ability.

Blood Vomit: A Bugbear of Chasme likes to drink blood when he’s able. Once per day, he can vomit forth this putrid and caustic spray in a 15′ cone in front of him. The spray deals 4d4 acid damage and causes victims to vomit in disgust for 1d4 rounds (move actions only). Victims made a Save vs Breath for half damage and a CON Save to avoid being sick. If a victim makes the Breath attack save, he automatically passes the save to avoid sickness.

The bloated beast is covered with interlocking black shells lubricated by foul-smelling pus. Only the thing’s ears betray that it was once a bugbear. Brown bile oozes from a mouth twisted into ever-moving mandibles and it uses the back of a hand that has twisted into a serrated claw to wipe its chin.

Goblinoids of the Cursed Pit – Spawn of the Pit Fiend

While most Cursed Pits make use of demonic energies, a few have made dire pacts with Fiends from the Nine Hells. In this case, these hellspawn are the result of bathing in a Pit powered by a mighty Pit Fiend.

The hobgoblins are the most militaristic and organized of the goblinoids, so they’re considered the most Lawful. It would be their Warlocks that signed the pact and so they appear the most like the terrible Pit Fiend.

In fact, as a result of their change and the fires of their brutality dimmed, their alignment has shifted towards Law, making them Neutral Evil.

Goblin of the Pit, NE, 30’, AC 4, HD 2+1, bow or dagger/ bite, 1d6 or 1d4 / 1d4 + poison, F2, Mo 8, xp 60

Weakness Poison: The spittle of a Pit Goblin is a vile poison that attacks muscle. If bitten or struck with a weapon coated with it, the victim must Save vs Poison or take 3 STR damage. Each additional application of poison does 1 more STR damage. The Pit Goblin’s weapon can be poisoned with a Move action. The Pit Goblin is immune to his own poison. The spittle is only poisonous for 1 Turn before becoming inert.

These goblin have reddish, partially scaled skin among festering and weeping sores. Even skinnier than most goblins you’ve seen and carrying a crude knife and buckler, they are very quick on feet that have warped into hooves. On their heads are short curved horns and when they screech a warcry you see that their canines are long fangs.

Hobgoblin of the Pit, NE, 30′ / 40′ Fly, AC 4, HD 3+2, weapon (whip), 1d8, F3, Mo 8, xp 135

Lash of Pain: The hobgoblin carries a long, barbed whip. Twice per day, they can make an attack with it to any enemy within 15′. If it hits, he channels his hate through it and into his victim. The victim must Save vs Spell or be wracked by torturous pain for 2d4 rounds. The victim takes a -4 penalty to hit and -2 to his DEX score.

Flight: His wings allow for limited flight, including hovering. However, they are fragile and unnatural. Any damage to them renders them useless. While in flight, the wings have AC 7 if targeted specifically. When not in use, the wings have AC 9.

The most noticeable thing is that this hobgoblin has a large pair of leathery red wings, the material nearly semi-transparent in their infancy, sprouting from gaping holes in his back. On his forehead sprout curling black horns above red eyes. Though wearing scraps of armour, much of his fur has fallen out to be replaced by dull red scales and weeping boils. In one hand he holds a whip covered in spurs and wooden shield splashed with blood.

Bugbear of the Pit, NE, 30’, AC 4, HD 4+2, bite/weapon, 1d6+disease / 1d8+1 (mace), F3, Mo 9, xp 365

Ambush: Bugbears of the Pit retain their ability to surprise opponents 1-3 times on a d6.

Foul bite: His jaws have expanded to become a maw of jagged, broken teeth and rot. This inhibits their ability to speak, but not entirely. They have felt compelled to eat rotten and disgusting food, which inevitably becomes stuck in their maw. Combined with the demonic influences within them, the victim of any bite must Save vs Poison at -2 or contract Devil Chills. The disease shows symptoms in 1d4 days and causes 1d4 STR damage every day if they fail another Save vs Poison. The victim suffers a -1 cumulative penalty to his Save for every missed Save to avoid taking damage. The victim suffocates and dies if their STR reaches zero.

The stoop-shouldered brute has knobby gray-red skin and much off his natural fur has fallen out in clumps where weeping sores have burst. Strangely, his drooling jaws are huge, nearly splitting his cheeks, and filled with broken teeth and exposed bone. His raspy breath is especially foul. He carries a simple iron mace and a wooden shield splattered with black spittle.

Goblinoids of the Cursed Pit – Spawn of the Hezrou

Bugbear by Christopher Burdett

The Cursed Pits are the creation of foul goblinoid Warlocks. Due to their chaotic nature, most goblinoids who fall to worship of the power of the Lower Planes prefer Demons over Devils or the Undead. The Pits are pools of caustic ooze, glowing with fel magics and are powered by the caged and focused malevolent power of an enslaved Demon, Devil, or Undead spirit which are, in turn, empowered by the powerful magic of constant ritual sacrifice of other sentient races into the Pit. Needless to say, only the most powerful Warlocks, leaders of goblinoid armies, can hope to trick one of these deadly entities into service or make a deal with their master to force one onto the Material Plane.

The promise of ‘The Change’ calls tribes of followers of all the goblinoid races to the banner of a Warlock able to create a Cursed Pit. From Goblin slave-labour to Hobgoblin soldiers to Bugbear shock-troopers, even a few Ogres or Trolls; all those dedicated to evil and seeing the goblinoid races in supremacy heed the call to undergo The Change.

The Change, naturally, is quite hazardous to a goblin’s health. Many who are doused with the stinking ooze of the Pit do not recover from the burns, the infected boils, the agony, and horrific changes wrought by the demonic energies flowing through their bodies and die. Those that live find that they have taken on some aspects of the creature lurking beneath the slime. Their pain and suffering are turned to malevolent hate and they seek to inflict that pain onto others before the heat of the Pit burns out of their veins.

Spawn of the Hezrou

First, I’ll cover the three types of goblinoids created as a result of bathing in a Pit powered by a toad-like Hezrou demon. Keep in mind that these creatures are not demons and share none of the drawbacks or immunities of them, just some aspects. Generally, The Changed will gain a HD and some natural armour, along with a special ability.

Goblin of Hezrou, CE, 20’, AC 4, HD 2, 1d6+1, F2, Mo 8, xp 47

Acidic Touch: As a move action, once per day, he may spit in his hands, coating them with a clear acid. On a successful hit, the victim takes 1 acid damage every round until the wound is washed with water or vinegar. The acid remains for 4 rounds, but it used up on a single hit.

The horned goblin has a bloated gut that nearly touches the floor. It’s covered in weeping boils and sores. It grins abnormally wide and dribbles a foul-smelling goo into its clawed hand, which sizzles on the floor where it drips.

Hobgoblin of Hezrou, CE, 30’, AC 5, HD 2+3, 1d8+1, F2, Mo 10, xp 50

Acidic Weapon: They can spit on their maces once per round as a move action. Deals 1 extra point of acid damage if it hits. The damage only lasts that round and doesn’t cause damage the next turn.

The horned hobgoblin is a bloated, but muscular, hulk. His skin is covered in weeping sores and splits where muscle was stronger than flesh, and his eyes are a bloody red. His barely-fitting armour is covered in gore and he carries a crude black mace and a steel shield. Black and green ichor drips from his fanged mouth. 

Bugbear of Hezrou, CE, 30′, AC 3, HD 4+1, 1d8+2 (heavy mace), F4, Mo 11, xp 400

Hulking Darkness: The Bugbear is so infused with demonic energies that his fur has fallen out, his torso expanded, and his skin transformed into solid darkness, shrouding his exact location. Ranged attacks against him are at -4 to hit.

Fearful Strike: Once per day, when he strikes an opponent with less than 6 HD, they must Save vs Spell or be under the effect of a Scare spell (lasts 3d4 rounds, victim won’t initiate combat, but will fight back at -1 to hit and -1 to Saves). This effect is not wasted if it misses.

This bloated bugbear is nearly as large as an ogre and through a veil of inky shadow you spy bony plates and horns that have erupted through his furless skin. Black drool leaks from his cruel mouth and bloodthirsty madness is in glowing red eyes. He carries a huge iron mace.

Goblin Gully redux

Goblin Gully_Final

One of the first adventures I did with Dyson was called Goblin Gully. When I took over the game with some new players I didn’t have his original map on hand, so I drew my own. It was the first real map I drew that I thought looked good. Real good.

So, here we have a hidden cave complex, originally made by long-dead human rebels. Caves at the rear provide a source of fresh water and the hidden ravine to the East provides a convenient means of escape. I never did draw Level 2, since it was behind an invisible barrier, but someday Goblin Gully will be delved again.