by Delos

Goblin Enemies

Many an adventurer has faced off against the hordes of goblins that lurk in the depths. The great thing about goblins is that you can make them so different from each other. Each tribe can have a different shtick to harass the players. One can be all about fire and the next could be all about crazy alchemy experiments. I think my favorite part of using goblins is that you can do horrible things to them and you never feel bad for them.

For all you GMs out there, here are some Goblin stats for 13th Age and Dungeon World.

Goblins in 13th Age

These are from the 13th Age SRD.

Goblin Scum

Normal
1st level
Mook
Humanoid
Initiative: +3

Club +6 vs. AC4 damage

R: Shortbow +6 vs. AC3 damage

Shifty bugger: Goblins gain a +5 bonus to disengage checks.

AC
PD
MD
HP
16
14
11
5

Goblin Shaman

 

Normal
2nd level
Caster
Humanoid
Initiative: +6

Pointy spear +6 vs. AC5 damage
R: Shaking curse +6 vs. PD8 damage, and until the end of the shaman’s next turn, the target takes 2 damage whenever an enemy engages it or disengages from it
Natural even hit or miss: Choose another nearby enemy; it also suffers from the engage/disengage effect until the end of the shaman’s next turn.

Shifty bugger: Goblins only need to roll a 6+ to disengage.

AC
PD
MD
HP
17
12
16
34

 

Hobgoblin Warrior

 

Normal
2nd level
Troop
Humanoid
Initiative: +3

Longsword +7 vs. AC8 damage
Natural even miss: 2 damage.

Group ability: For every two hobgoblins in the battle (round up, ignore mooks), one of them can use well-armored as a free action once during the battle.

Well-armored (group): Ignore all damage from a hit (but not a crit) against AC.

AC
PD
MD
HP
19
14
14
32

 

Hobgoblin Captain

 

Normal
4th level
Leader
Humanoid
Initiative: +5

Longsword +10 vs. AC14 damage, and willingunderling triggers
Willing-underling: Until the start of its next turn, the first time an attack would hit the hobgoblin captain, it can partially avoid that attack if it has a nearby goblin ally. It only takes half damage from the attack, and that ally takes the rest.

R: Throwing axe +8 vs. AC10 damage

Group ability: For every two hobgoblins in the battle (round up, ignore mooks), one of them can use well-armored as a free action once during the battle.

Well-armored (group): Ignore all damage from a hit (but not a crit) against AC.

AC
PD
MD
HP
20
17
14
50

Hobgoblin Warmage

Normal
5th level
Caster
Humanoid
Initiative: +6

Warstaff +8 vs. AC15 damage

R: Fireblast +10 vs. PD (up to 2 nearby enemies in a group)10 fire damage (or 20 if used against a single target), and the target loses its next move action

C: Concussive blast +10 vs. PD (all enemies engaged with the warmage)10 force damage, and the warmage pops the target off of it
Natural 20: The target is also dazed (save ends).

AC
PD
MD
HP
20
14
19
70

Here are a few goblins from ASH LAW.

Ghost Goblin Horror

The ghost goblin horror fights alongside other living and undead tribe members. Sometimes the tribe will take in undead discovered in travels and raids. These creatures were often not goblins in life, so there is no end to the variety of undead they might command.

Level 2 troop [Undead]

Initiative: +5

Vulnerable: holy

Short sword +6 vs. AC—5 damage

Natural even hit or miss: The goblin may use curse of rigor as a quick action.

R: Curse of rigor +6 vs. MD—5 damage and the target is stuck (save ends).

Ghost life: When the ghost goblin horror is reduced to 0 hit points it makes a save. If it succeeds it gains 5 hit points and regenerates 5 hit points per turn until the end of the battle or it is next reduced to 0 hit points.

Fear aura: Enemies engaged with the goblin and who have 12 hit points or less are dazed and can’t use the escalation die.

AC 17

PD 11          HP 27

MD 15

Dust Digger Watchman

Dust digger watchmen guard major excavation sites against looters. Surprisingly disciplined, these goblins know the power of the artifacts they seek. They have mastered the strange vril bows whose bolts are charged with the power of the sun. When they open fire, reinforcements are never far behind.

Level 2 archer [Humanoid]

Initiative: +8

War pick +7 vs. AC—7 damage

R: Vril powerbow +7 vs. AC—7 holy damage

            Natural 16+ hit: Target glows and is vulnerable to all attacks until the end of its next turn.

AC 18

PD 16        HP 36

MD 12

Bonewraith Spirit Caller

The Bonewraith goblins are known for eating both their enemies and the weak and fallen of their own tribe. They fashion the resulting bones into weapons, totems, and armor, to imbue themselves with the power of the fallen. Most who encounter these fearsome creatures flee rather than find out the truth of these claims.

Level 2 caster [Humanoid]

Initiative: +6

Bone sword +7 vs. AC—7 damage

R: Soul grasp +7 vs. MD—7 damage and the target pops free

R: Summon ancestors +7 vs. PD—7 damage

            Natural 18+ hit or miss: Causes fear in 1d3 nearby enemies (save ends).

[Triggered action] Spirit guardian: When the spirit caller becomes staggered it gains +2 to all its defenses until it is next hit.

AC 18

PD 16       HP 36

MD 12

Goblins in Dungeon World

I found these in the Dungeon World Codex. They had a few odd balls in there so I grabbed the ones that screamed “Goblin” to me.

Bone Goblin Solitary, Small, Intelligent, Hoarder, Terrifying
Clawing (d6+2 damage 1 piercing) 12 HP 1 armor
Close
Special Qualities: Long, thin fingers, Sharp Claws, Green-gray skin and big, misty eyes.

“When the Catacombs were first built, it was to house the dead of the Great Plague. Unfortunately, the architects of the catacombs forgot to consider the effects it would have on the local wildlife. Namely; Goblins. Many Goblin clans lived in the area and once the Catacombs were built, they began to disappear. Soon there were no Goblins left. Only much later did I discover them to be living. They had moved underground and had subsequently been corrupted by the death magics within the Catacombs. They had evolved from gibbering hordes to gibbering loners. Their trademark is their hoard of small beautiful bones (and other bone shaped objects). Dangerous, feisty and maniacal, these poor creatures are best left alone.” Instinct: To guard its hoard

  • Hoard any bone-shaped object.
  • Steal any bone-shaped objects.
  • Attack those tampering with bone piles.
Goblin Marauders Horde, Small, Stealthy, Organized, Intelligent, Cautious, Hoarder
Swords and Spears (d6+2 damage) 3 HP 2 armor
Close

These groups of nomadic goblins roam the lands, setting up camp and then immediately raiding and stealing from everything around them, pillaging till little more than scraps are left. Instinct: To steal and destroy

  • Raid and Pillage
  • Stealthy
  • Use a horn to call for support
Goblin Horde, Small, Intelligent, Organized
Spear (d6 damage) 3 HP 1 Armor
Close, Reach

Nobody seems to know where these things came from. Elves say they’re the dwarves’ fault—dredged up from a hidden place beneath the earth. Dwarves say they’re bad elvish children, taken away at birth and raised in the dark. The truth of the matter is that goblins have always been here and they’ll be here once all the civilized races have fallen and gone away. Goblins never die out. There’s just too damn many of them. Instinct: To multiply

  • Charge!
  • Call more goblins
  • Retreat and return with (many) more
Goblin Stalker Group, Small, Stealthy, Intelligent, Hoarder
Long, wickedly-sharp knife (b[2d8] damage 2 piercing) 6 HP 2 armor
Close

Found among goblin war bands, Goblin Stalkers hide among the shadows, waiting for the perfect moment to strike the back of an unsuspecting combatant. If a war band has the option, they will always keep at least one Goblin Stalker among them. Many is the time a goblin was outmatched by a larger combatant who suddenly dropped to their knees, a Goblin Stalker’s long knife wedged deeply in their back. A Goblin Stalker will only engage in melee if there is no other option, for the shadows and sneak attacks are their closest allies and they use them to great effect. The presence of one or more Goblin Stalkers in a band of goblins raises the band’s morale. Instinct: Stab you in the back

  • Hide in shadows
  • Sneak around quietly
  • Backstab unwitting or occupied victims

In Closing

Thanks for those who have participated in Goblin Week here at Ramblings. In the comments below copy down your favorite goblin write up for your favorite system.





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