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The 4eBRCS Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the 4th edition version of Dungeons & Dragons from Wizards of the Coast.
 
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[top]Introduction

Cerilia is not a land of fantastic monsters, at least not as much as some other settings. This makes races like goblins and Orogs more important to the setting. As such, goblins are not a low level monster to be abandoned in mid-level or even high level. Rather, Cerilian goblins should be present as serious threats to PC's well into mid-level, and should remain as allies of more powerful enemies into high level.


Goblin Veteran Warrior: Level 2 Skirmisher
Small natural humanoid: xp 125
Initiative +5 Senses Perception +2; low-light vision
HP 38: Bloodied 19
AC 18 Fortitude 14 Reflex 16 Will 13
Speed 6 see also mobile ranged attacks and goblin tactics
Spear (standard; at-will) · Weapon
+7 vs AC; 1d8+2 damage
Javelin (standard; at-will) · Weapon
Ranged 10/20; +7 vs AC; 1d6+2 damage
Mobile Ranged Attack (standard; at-will)
The goblin warrior can move up to half its speed; at
any point during that movement, it makes one ranged
attack without provoking an opportunity attack
Great Position
If, on its turn, the goblin warrior ends its move at
least 4 squares away from its starting point, it can
deal an extra 1d6 damage on its ranged attacks until
the start of its next turn.
Goblin Tactics (immediate reaction, when missed by
a melee attack; at-will)
The goblin shifts one square
Alignment Evil (varies) Languages Common, Goblin
Skills Stealth +11, Thievery +11
Str 14 (+2) Dex 17 (+3) Wis 12 (+1)
Con 13 (+1) Int 8 (-1) Cha 8 (-1)
leather armor, spear, 5 javelins in sheaf

[top]Goblin Veteran Warrior Tactics

Goblin veteran warriors would rather fight at range, using great position to deal more damage with their javelins. In melee, they use goblin tactics to maneuver into flanking positions. Once bloodied, or once they've seen several of their comrades cut down, warriors tend to flee. Goblin troops in war need to be well commanded to hold the field, and even so often fall back to rally before attacking again.
Goblin veteran warriors are light infantry and serve poorly as heavy infantry. They are very effective at ambush and skirmish actions, and poor in the main battle line.
























Goblin Elite Warrior: Level 4 Skirmisher
Small natural humanoid: xp 175
Initiative +5 Senses Perception +2; low-light vision
HP 47: Bloodied 23
AC 18 Fortitude 16 Reflex 20 Will 15
Speed 6 see also mobile ranged attacks and goblin tactics
Short sword (standard; at-will) · Weapon
+9 vs AC; 1d6+2 damage
Sling (standard; at-will) · Weapon
Ranged 10/20; +8 vs AC; 1d6+2 damage
Mobile Ranged Attack (standard; at-will)
The goblin warrior can move up to half its speed; at
any point during that movement, it makes one ranged
attack without provoking an opportunity attack
Great Position
If, on its turn, the goblin warrior ends its move at
least 4 squares away from its starting point, it can
deal an extra 1d6 damage on its ranged attacks until
the start of its next turn.
Goblin Tactics (immediate reaction, when missed by
a melee attack; at-will)
The goblin shifts one square
First Strike
At the start of an encounter, the goblin elite warrior
has combat advantage against any creatures that
have not yet acted in that encounter.
Rogue Tactics
Goblin elite warriors gain a +2 bonus to Sneak Attack
damage because of their strength
Sneak Attack
Once per round, when the goblin elite warrior has
combat advantage against an enemy, using either
their short sword or sling, their attack deals an
extra 2d6 damage if the attack hits.
Alignment Evil (varies) Languages Common, Goblin
Skills Acrobatics +12, Stealth +12, Thievery +12
Str 14 (+2) Dex 17 (+3) Wis 12 (+1)
Con 13 (+1) Int 8 (-1) Cha 8 (-1)
leather armor, short sword, sling with 20 stones

[top]Goblin Elite Warrior Tactics

Goblin elite warriors would rather fight at range, using great position to deal more damage with their slings. In melee, they use goblin tactics to maneuver into flanking positions. Once bloodied, or once they've seen several of their comrades cut down, warriors tend to flee. Goblin troops in war need to be well commanded to hold the field, and even so often fall back to rally before attacking again.
Goblin elite warriors are light infantry and serve poorly as heavy infantry. They are very effective at ambush and skirmish actions, and poor in the main battle line.
Goblin elite warriors have an Action Point.










































Goblin Elite Blackblade: Level 3 Lurker
Small natural humanoid: xp 150
Initiative +5 Senses Perception +3; low-light vision
HP 34: Bloodied 17
AC 17 Fortitude 13 Reflex 17 Will 12
Speed 6 see also goblin tactics
Short sword (standard; at-will) · Weapon
+7 vs AC; 1d6+2 damage
Combat Advantage
The goblin blackblade deals an extra 1d6 damage
against any target it has combat advantage against
Goblin Tactics (immediate reaction, when missed by
a melee attack; at-will)
The goblin shifts one square
First Strike
At the start of an encounter, the goblin elite warrior
has combat advantage against any creatures that
have not yet acted in that encounter.
Rogue Tactics
Goblin elite warriors gain a +2 bonus to Sneak Attack
damage because of their strength
Sneak Attack
Once per round, when the goblin elite warrior has
combat advantage against an enemy, using either
their short sword or sling, their attack deals an
extra 2d6 damage if the attack hits.
Sneaky
When shifting, a goblin blackblade can move into a
space occupied by an ally of its level or lower. The
ally shifts into the blackblade's previous space as a
free action.
Alignment Evil (varies) Languages Common, Goblin
Skills Acrobatics +11, Stealth +11, Thievery +11
Str 14 (+2) Dex 17 (+3) Wis 12 (+1)
Con 13 (+1) Int 8 (-1) Cha 8 (-1)
leather armor, short sword

[top]Goblin Elite Blackblade Tactics

Goblin elite blackblades have more stomach for melee than most goblins and come as close to regular infantry as goblins are liable to produce. They prefer to flank a single enemy to gain combat advantage and make use of their Sneak Attack ability. When bloodied, they use their sneaky ability to trade places with fresher goblins.
Goblin elite blackblades are light infantry and serve poorly as heavy infantry. They are very effective at ambush and skirmish actions, and poor in the main battle line.
 
This article is a Birthright Campaign Setting (D&D 3.5/D20) page
The BRCS Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons from Wizards of the Coast.
 

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