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<blockquote data-quote="Cleon" data-source="post: 8377458" data-attributes="member: 57383"><p>Putting all of the above together results in:</p><p></p><p><strong><span style="font-size: 22px">Giant, Goblin (Cave Lord)[<em>revised</em>]</span></strong></p><p>Large Giant (Goblinoid)</p><p><strong>Hit Dice:</strong> 6d8+30 (57 hp)</p><p><strong>Initiative:</strong> +3</p><p><strong>Speed:</strong> 20 ft. (4 squares); base speed 30 ft.</p><p><strong>Armor Class:</strong> 20 (–1 size, +3 Dex, +5 natural, +3 hide armor), touch 12, flat-footed 17</p><p><strong>Base Attack/Grapple:</strong> +4/+14</p><p><strong>Attack:</strong> Morningstar +9 melee (2d6+9) or javelin +6 ranged (1d8+6)</p><p><strong>Full Attack:</strong> Morningstar +9 melee (2d6+9) or javelin +6 ranged (1d8+6)</p><p><strong>Space/Reach:</strong> 10 ft./10 ft.</p><p><strong>Special Attacks:</strong> —</p><p><strong>Special Qualities:</strong> Caveborn, damage reduction 10/slashing or piercing, darkvision 60 ft., goblin suzerain, low-light vision</p><p><strong>Saves:</strong> Fort +10, Ref +5, Will +3</p><p><strong>Abilities:</strong> Str 23, Dex 16, Con 20, Int 13, Wis 12, Cha 15</p><p><strong>Skills:</strong> Bluff +7(<em>+15 vs smaller goblins</em>), Diplomacy +7 (<em>+15 vs smaller goblins</em>), Disguise +2 (<em>+4 acting</em>), Intimidate +7 (<em>+15 vs smaller goblins</em>), Listen +7, Move Silently +7, Spot +7</p><p><strong>Feats:</strong> Cleave, Combat Reflexes, Power Attack</p><p><strong>Environment:</strong> Any underground</p><p><strong>Organization:</strong> Solitary or tribe (1 cave lord plus 40–400 goblin warriors plus 100% goblin noncombatants plus 1 3rd-level goblin sergeant per 20 adults, 1 or 2 goblin lieutenants of 4th or 5th level, 10–24 worgs, and 2–4 dire wolves)</p><p><strong>Challenge Rating:</strong> 5</p><p><strong>Treasure:</strong> Double standard</p><p><strong>Alignment:</strong> Usually chaotic evil</p><p><strong>Advancement:</strong> 7-8 HD (Large), 9-10 HD (Huge) or by character class</p><p><strong>Level Adjustment:</strong> +4</p><p></p><p><em>This massive goblin is nearly ten feet tall. It is obscenely obese, with prodigious rolls of fat beneath its gray-green skin.</em></p><p></p><p>Cave lords are goblinoid giants. Though most folk refer to them simply as "goblin giants", cave lords created their own moniker due to their dislike for the term. Cave lords often take control of a goblinoid tribe, commanding respect and loyalty through fear.</p><p></p><p>Cave lords are carnivorous, and have voracious appetites to maintain their great bulk. Although they eat any meat, cave lords prefer the taste of kobold flesh to all else. Cave lords direct their goblinoid tribes to raid kobold warrens for delicious captives. If the number of kobolds captured are not enough to sate their hunger, the cave lords devour goblins from their own tribe. These acts of cannibalism are always performed in private, in an unusual ritual involving chanting and the burning of strange herbs. Because of their similar roles and cannibalistic tendencies, a great rivalry exists between cave lords and barghests. A single tribe can never support both creatures.</p><p></p><p>In dealings with other races, cave lords are particularly dangerous. They are often receptive to offers of alliances and truces, but the deceptive creatures are quick to betrayal.</p><p></p><p>A typical cave lord is 9 to 10 feet tall and extremely fat, weighing 1,200 to 2,000 pounds – without the blubber it’d be about the mass of an ogre (600 to 700 pounds). Some goblin giants grow to heights of 12 feet or more and can weigh at least 1½ tons.</p><p></p><p>A goblin giant's bag usually contains kobold bones, subterranean herbs, flint and tinder, and bits of food.</p><p></p><p>Cave lords speak Giant and Goblin; those with Intelligence scores of 14 or higher will usually also speak Common or Undercommon.</p><p></p><p><strong><span style="font-size: 18px">Combat</span></strong></p><p>Despite its great girth, a cave lord is surprisingly swift and agile, a fact that they use to their advantage. Cave lords are good tacticians, directing their goblin minions to great effect.</p><p></p><p><strong>Caveborn (Su):</strong> Despite its tremendous bulk, a cave lord can supernaturally alter its dimensions to travel through its subterranean realm. It is treated as being one size smaller than it actually is for the purposes of squeezing (see page 149 of the Player’s Handbook for the rules for squeezing).</p><p></p><p><strong>Goblin Suzerain (Ex):</strong> A cave lord has a +8 racial bonus on Charisma-based checks against any goblinoid whose size category and Hit Dice are both less than its own, except for Disguise checks. It also has a +2 racial bonus on the saving throw DC when it casts spells and spell-like abilities of the Enchantment school or with the Fear descriptor on such lesser goblinoids.</p><p></p><p><strong>Vulnerability to Sunlight (Ex):</strong> A cave lord takes 1 point of Constitution damage for every hour it is exposed to sunlight, and it dies if its Constitution score reaches 0. Lost Constitution points are recovered at the rate of 1 per every 24-hour period spent underground or otherwise sheltered from the sun.</p><p></p><p><strong>Skills:</strong> Cave lords have a +4 racial bonus on Move Silently checks.</p><p></p><p><strong><span style="font-size: 18px">Cave Lord Characters</span></strong></p><p>Most cave lords are rogues or fighters. Their favored class is rogue. Cave lord clerics worship the same deities as goblins, primarily Maglubiyet. A cave lord cleric has access to two of the following domains: Chaos, Evil, or Trickery.</p><p></p><p><strong><span style="font-size: 18px">Cave Lords in Krynn</span></strong></p><p>Evidence seems to indicate that cave lords are relatively new to Krynn. Some speculate that they were a byproduct of the Chaos War, but this theory cannot be proven with hard evidence at this time.</p></blockquote><p></p>
[QUOTE="Cleon, post: 8377458, member: 57383"] Putting all of the above together results in: [B][SIZE=6]Giant, Goblin (Cave Lord)[[I]revised[/I]][/SIZE][/B][I][/I] Large Giant (Goblinoid) [B]Hit Dice:[/B] 6d8+30 (57 hp) [B]Initiative:[/B] +3 [B]Speed:[/B] 20 ft. (4 squares); base speed 30 ft. [B]Armor Class:[/B] 20 (–1 size, +3 Dex, +5 natural, +3 hide armor), touch 12, flat-footed 17 [B]Base Attack/Grapple:[/B] +4/+14 [B]Attack:[/B] Morningstar +9 melee (2d6+9) or javelin +6 ranged (1d8+6) [B]Full Attack:[/B] Morningstar +9 melee (2d6+9) or javelin +6 ranged (1d8+6) [B]Space/Reach:[/B] 10 ft./10 ft. [B]Special Attacks:[/B] — [B]Special Qualities:[/B] Caveborn, damage reduction 10/slashing or piercing, darkvision 60 ft., goblin suzerain, low-light vision [B]Saves:[/B] Fort +10, Ref +5, Will +3 [B]Abilities:[/B] Str 23, Dex 16, Con 20, Int 13, Wis 12, Cha 15 [B]Skills:[/B] Bluff +7([I]+15 vs smaller goblins[/I]), Diplomacy +7 ([I]+15 vs smaller goblins[/I]), Disguise +2 ([I]+4 acting[/I]), Intimidate +7 ([I]+15 vs smaller goblins[/I]), Listen +7, Move Silently +7, Spot +7 [B]Feats:[/B] Cleave, Combat Reflexes, Power Attack [B]Environment:[/B] Any underground [B]Organization:[/B] Solitary or tribe (1 cave lord plus 40–400 goblin warriors plus 100% goblin noncombatants plus 1 3rd-level goblin sergeant per 20 adults, 1 or 2 goblin lieutenants of 4th or 5th level, 10–24 worgs, and 2–4 dire wolves) [B]Challenge Rating:[/B] 5 [B]Treasure:[/B] Double standard [B]Alignment:[/B] Usually chaotic evil [B]Advancement:[/B] 7-8 HD (Large), 9-10 HD (Huge) or by character class [B]Level Adjustment:[/B] +4 [I]This massive goblin is nearly ten feet tall. It is obscenely obese, with prodigious rolls of fat beneath its gray-green skin.[/I] Cave lords are goblinoid giants. Though most folk refer to them simply as "goblin giants", cave lords created their own moniker due to their dislike for the term. Cave lords often take control of a goblinoid tribe, commanding respect and loyalty through fear. Cave lords are carnivorous, and have voracious appetites to maintain their great bulk. Although they eat any meat, cave lords prefer the taste of kobold flesh to all else. Cave lords direct their goblinoid tribes to raid kobold warrens for delicious captives. If the number of kobolds captured are not enough to sate their hunger, the cave lords devour goblins from their own tribe. These acts of cannibalism are always performed in private, in an unusual ritual involving chanting and the burning of strange herbs. Because of their similar roles and cannibalistic tendencies, a great rivalry exists between cave lords and barghests. A single tribe can never support both creatures. In dealings with other races, cave lords are particularly dangerous. They are often receptive to offers of alliances and truces, but the deceptive creatures are quick to betrayal. A typical cave lord is 9 to 10 feet tall and extremely fat, weighing 1,200 to 2,000 pounds – without the blubber it’d be about the mass of an ogre (600 to 700 pounds). Some goblin giants grow to heights of 12 feet or more and can weigh at least 1½ tons. A goblin giant's bag usually contains kobold bones, subterranean herbs, flint and tinder, and bits of food. Cave lords speak Giant and Goblin; those with Intelligence scores of 14 or higher will usually also speak Common or Undercommon. [B][SIZE=5]Combat[/SIZE][/B] Despite its great girth, a cave lord is surprisingly swift and agile, a fact that they use to their advantage. Cave lords are good tacticians, directing their goblin minions to great effect. [B]Caveborn (Su):[/B] Despite its tremendous bulk, a cave lord can supernaturally alter its dimensions to travel through its subterranean realm. It is treated as being one size smaller than it actually is for the purposes of squeezing (see page 149 of the Player’s Handbook for the rules for squeezing). [B]Goblin Suzerain (Ex):[/B] A cave lord has a +8 racial bonus on Charisma-based checks against any goblinoid whose size category and Hit Dice are both less than its own, except for Disguise checks. It also has a +2 racial bonus on the saving throw DC when it casts spells and spell-like abilities of the Enchantment school or with the Fear descriptor on such lesser goblinoids. [B]Vulnerability to Sunlight (Ex):[/B] A cave lord takes 1 point of Constitution damage for every hour it is exposed to sunlight, and it dies if its Constitution score reaches 0. Lost Constitution points are recovered at the rate of 1 per every 24-hour period spent underground or otherwise sheltered from the sun. [B]Skills:[/B] Cave lords have a +4 racial bonus on Move Silently checks. [B][SIZE=5]Cave Lord Characters[/SIZE][/B] Most cave lords are rogues or fighters. Their favored class is rogue. Cave lord clerics worship the same deities as goblins, primarily Maglubiyet. A cave lord cleric has access to two of the following domains: Chaos, Evil, or Trickery. [B][SIZE=5]Cave Lords in Krynn[/SIZE][/B] Evidence seems to indicate that cave lords are relatively new to Krynn. Some speculate that they were a byproduct of the Chaos War, but this theory cannot be proven with hard evidence at this time. [/QUOTE]
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