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colonialbob
17th February 2006, 07:35 AM
Worgoblin (feel free to come up with a better name)
Medium Monstrous Humanoid (goblinoid)

Hit Dice: 5d8 (32 hp)
Initiative: +3
Speed: 40 ft (8 squares)
Armor Class: 15 (+3 Dex, +1 leather armor, +1 natural armor), touch 12, flat-footed 12
Base Attack/Grapple: +5/+6
Attack: Scimitar +6 melee (1d6+1/18-20) or javelin +8 ranged (1d4)
Full Attack: Scimitar +6 melee (1d6+1/18-20) and 2 claws +1 melee (1d4+1) or javelin +8 ranged (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved Charge
Special Qualities:Darkvision 60 ft
Saves: Fort +6, Ref +6, Will +3
Abilities: Str 13, Dex 16, Con 14, Int 10, Wis 12, Cha 6
Skills: Hide +2, Listen +3, Move Silently +2, Spot +3
Feats: Power Attack, Alertness
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Environment: Temperate Plains (though rarely found in nature)
Organization: Solitary, gang (2–4), or pack (6–10)
Challenge Rating: little help here?
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: by character class
Level Adjustment: +1

These foul creatures are a mixture of goblins and worgs in the foul vats of some alchemical tinkerer. This alchemist was experimenting with the combination of creatures, and the worgoblins were a result of some of his first experiments. Due to his magical prowess, he was able to control them and used them as guards for his labs. However, when a later experiment with more dangerous creatures went awry and killed the alchemist, his magical hold on the worgoblins was broken and they were freed. They escaped into the surrounding area and joined local goblin tribes.

Worgoblins do not have a society of their own; their numbers are too small for that. However, they are often found among larger goblin tribes as knights and elite warriors, usually leading raiding parties and the like. They are almost always at the forfront of a charge, and have become skilled at directed their goblin cohorts. They are usually outnumbered by goblins at least 3 to 1. They reprouduce with each other, and sometimes worgs if no other mate is possible. If they d mate with a worg, then the child has a 50/50 chance of being a worgoblin, otherwise it is merely an ordinary worg.

Retaining the dexterity and ingenuity of goblins, they also gained some of the tenacity and ferocity of worgs. As a result, they are much less likely to merely cut and run when danger presents itself. They appear as worgs with goblin torsos sprouting where a head should be (picture a centaur except worgs/goblins)-the goblin body is darker than normal and slightly furry. Although they are able to be ridden by goblins and other small creatures, much as centaurs do they hate having other creatures on their back and view it as a sign of submission.

COMBAT
Worgoblins are aggresive and headstrong, and prefer to charge and fight hand-to-hand with their scimitars. However, if they are in a large group worgoblins may actually use tactics and throw javelins before closing to melee range.
Special Ability: Improved Charge-Worgoblins get a +2 bonus to damage on charge attacks
Skills: +3 racial bonus on Move Silently, +1 racial bonus on Listen and Spot checks

Choas
17th February 2006, 10:57 PM
How did the Worgoblins escape from the mad tinkerer? Does the mad tinkerer still make them/command them?

What is their society like? Is it patrarchal/maternal, hierarchal? What do they desire above all? What is their ecology most of all ?

colonialbob
18th February 2006, 03:22 AM
Updated and (I hope) correted. The numbers were a mish-mash of worg and goblins stats, I think I've sorted them out. I also added a bit more about their background and history. Better?

colonialbob
18th February 2006, 03:54 AM
LA fixed, and the other information added. They reproduce with one another mostly, and the alchemist made sufficient quantities to ensure survival levels among the population. In other words, the population would remain rather constant, neither increasing nor decreasing. And they can be ridden, however it is a great rarity.