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Goblin, Mutant Goblin

This goblin has a bizarre amalgamation of asymmetrical parts, including dragonfly wings, a partial arm, and scales.

Mutant Goblin CR 3

Source Monster Codex pg. 112
XP 800
Mutant goblin barbarian 3
NE Small humanoid (goblinoid)
Init +7; Senses darkvision 60 ft.; Perception +7

Defense

AC 16, touch 12, flat-footed 13 (+3 Dex, +4 natural, –2 rage, +1 size)
hp 37 (3d12+12); fast healing 1
Fort +7, Ref +4, Will +4; +2 vs. magic
Defensive Abilities trap sense +1, uncanny dodge

Offense

Speed 40 ft., fly 30 ft. (clumsy)
Melee 2 claws +9 (1d3+5)
Ranged composite shortbow +7 (1d4+5/×3)
Special Attacks breath weapon (20-ft. line, 3d4 acid damage, Reflex DC 14 half, usable every 1d4 rounds), rage (10 rounds/ day), rage powers (superstition +2)

Statistics

Str 21, Dex 17, Con 18, Int 8, Wis 12, Cha 6
Base Atk +3; CMB +7; CMD 18
Feats Improved Initiative, Power Attack
Skills Fly –4, Intimidate +4, Perception +7, Ride +6, Stealth +13, Swim +10; Racial Modifiers +4 Ride, +4 Stealth
Languages Goblin
SQ fast movement, mutations (breath weapon, claws, fast healing, wings)
Combat Gear potion of bull’s strength, potion of cure serious wounds, potion of displacement, potion of protection from arrows, acid (2), alchemist’s fire (2), smokestick, tanglefoot bag; Other Gear composite shortbow with 20 arrows, 94 gp

Ecology

Environment temperate forest and plains (usually coastal regions)

Description

No description provided.

Creating a Mutant Goblin

“Mutant goblin” is an acquired template that can be added to a goblin (referred to hereafter as the base creature). A mutant goblin uses the base creature’s statistics and special abilities except as noted here.

CR: Same as the base creature + 1.
Armor Class: Natural armor bonus increases by 4.
Mutations: A mutant goblin gains four of the following mutations, determined randomly when it gains the template. For every 5 Hit Dice it has (5, 10, and so on), it gains another random mutation. (Other possible mutations include tusks, a spiked tail, and gills.)

Breath Weapon (Su): The goblin can spew a line of foul acidic blood from its mouth (20-foot line, Reflex DC = 10 + 1/2 Hit Die + its Constitution modifier for half damage, 1d4 points of acid damage per HD, usable every 1d4 rounds). If it has 5 or more HD, the range increases to 30 feet and the damage increases to 1d6 points of acid damage per HD.
Claws (Ex): The goblin’s hands become claws. It gains a natural claw attack for each hand that deals damage appropriate to its size, and gains the grab ability with its claws.
Extra Arm (Ex): The goblin gains an extra arm with a functional hand, as the vestigial armUM discovery. If it gains this mutation again, it gains another arm.
Fast Healing (Ex): The goblin gains fast healing 1. If it has 5 Hit Dice or more, this increases to fast healing 2. If the creature has 10 HD or more, this increases to fast healing 5.
Venomous Bite (Ex): The mutant goblin grows large fangs, gaining a poisonous bite as a natural attack that deals damage appropriate to its size. The poison functions like wyvern poison, except its DC is 10 + 1/2 HD + its Constitution modifier.
Wings (Ex): The goblin gains dragonfly wings, granting it a fly speed of 30 feet with clumsy maneuverability.

Abilities: Str +4, Int –2.

Creatures in "Goblin" Category

NameCR
Goblin1/3
Goblin Chief9
Goblin Commando2
Goblin Firestarter4
Goblin Frog-Talker5
Goblin Outrider1
Goblin Sneak1
Goblin Stickylord6
Goblin Vulture Pilot3
Grizzled Rider5
Monkey Goblin1/2
Mutant Goblin3