Free Web Hosting Provider - Web Hosting - E-commerce - High Speed Internet - Free Web Page
Search the Web

Green-Goblin


Null Null

Hit Dice: 1d6+1 (4 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 12 (+1 Size, +1 Dex)
Attacks: Hand axe +1 melee, or Javelin +2 ranged
Damage: Hand axe 1d6, or Javelin 1d6-1
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks:
Special Qualities: Camoflage
Saves: Fort: +2, Ref: +1, Will: 0
Abilities: Str: 9, Dex: 13, Con: 10, Int: 7, Wis: 10, Cha: 8
Skills: Climb +5, Hide +6 (in forest and jungle regions), Jump +5, Listen +3, Move Silently +3, Spot +2
Feats: Alertness

Organization: Gang (4 - 9), Band (10 - 100 plus 100% non-combatants and 1 leader of 3rd to 5th level), Warband (10 - 24 with monsterous spider mounts), or Tribe (40 - 400 plus 1 3rd level seargent per 30 adults, 1 lieutenant of 4th or 5th level, 1 leader of 6th to 7th level, 12 - 16 arachnids, and 3 - 4 Aranea).
Challenge Rating: .25
Treasure: 1/4 standard
Alignment: Neutral Evil
Advancement: By Character class

DESCRIPTION

The green goblin is a small humanoid that is a terrible bother to all of the good creatures of the forests. Though they are one with the woods, they have no respect for it and are hated by all thinking woodland beings. The green goblin are much like their other goblinoid bretheren in their primitive appearance. However, their bretheren would be considered civilized in comparison to the green goblin. A green goblin can have a skin color in any range of green, and they usually have bright tatoos across selected parts of their bodies. They have large hands and feet that enable them to climb, jump, and move stealthily through the forests. They rarely wear more than a loin cloth and the only other item of clothing that they might wear is ornamental, such as a tooth necklace, a feather bracelet, etc..

The green goblin speaks a primitive form of goblin, and only those with an intelligence of 14 or greater can speak a broken version of common, this usually being the tribal shaman.

Green goblins are also a very superstitious lot. If a spell is cast in their presence from anyone other than the tribal shaman the creatures will have to make a saving throw verses Willpower (10 + spell level), or flee in fright. Any who passes the saving throw must make another saving throw verses Willpower (10 + spell level), any who fail this second test will have a -1 modifier to all that they do for 1d4 rounds after the spell is cast.

Unlike other goblinoid races, the green goblin does not like to live underground, and therefore has lost the darkvision ability that most goblinoids have.

COMBAT

The term about there being power in numbers applies to the green goblin. They will usually only attack a party if they obviously outnumber the party (approximately 2 to 1). When they attack it will usually be in the form of an ambush, as they hide and wait for their prey to approach. Like all other goblins the green goblin has a poor grasp of strategy and they will all attack in a haphazard way, each attacking as he feels best.

SOCIETY

The green goblin has a tribal society where either the strongest rules, but this isn't always the strongest in size or strength. Since they are so superstious, it is often possible for the tribal shaman to rule a tribe though his few feeble magical tricks.

Green goblins like to live in the hollows of trees, shallow caves, or thick underbrush. What little they will have in their "home" is usually useless to anyone other than themselves, and usually it is worthless to them to - though they will guard their "treasures" with their lives.


Program Provided by: http:\\Terragloria.8m.com