Mutant Goblin

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

Mutant Goblin (CR 3)

Mutant goblin Barbarian 3
Small Humanoid (Goblinoid)
Alignment: Neutral Evil
Initiative: +7
Senses: Darkvision 60 feet; Perception +7
  Speed: 40 feet, Fly 30 feet (clumsy)
Space: 5 feet
 

Defense

Armor Class: 16, touch 12, flat-footed 13 (+3 Dex, +4 natural, -2 rage, +1 size)
Hit Points: 37 (3d12+12) Fast Healing 1
Saving Throws: Fort +7, Ref +4, Will +4; +2 vs. magic
trap sense +1, uncanny dodge
 

Offense

Melee: 2 claws +9 (1d3+5)
Reach: 5 feet
Ranged: composite shortbow +7 (1d4+5/x3)
  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

StrDexConIntWisCha
21 (+5) 17 (+3) 18 (+4) 8 (-1) 12 (+1) 6 (-2)
Base Attack Bonus: +3
CMB +7
CMD 18
  Feats: Improved Initiative
  Skills: Fly -4, Intimidate +4, Perception +7, Ride +6, Stealth +13, Swim +10 Languages: Goblin
  Special Qualities: fast movement, mutations (Breath Weapon, claws, Fast Healing, wings)

 

Special Abilities

NONE
 

Ecology

Environment: ?
Organization: ?
Treasure: ?

  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.

Comments

Please Login in order to comment!