Goblin god: Maglubiyet

BOZ

Creature Cataloguer
here is what i've found on Maglubiyet. His realm Clangor is on the layer of Avalas on Acheron. he is originally LE (god how i HATE the alignment reassignments) although DotF lists him as NE.



Edit: Welcome to our conversion of the goblin god Maglubiyet, the first one we finished! :) Look towards the end of page 2 of this thread, and you will find the final product - it is called "Gods of Goblins.doc". the document below titled "Maglubiyet.doc" contains information on him from earlier editions that we used for this conversion.


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and here is his picture from the 1E dieties and demigods:
 

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I say, make him LE (AS both goblins and hobgoblins are LE, Bugbears have their own deity, so they don't count as followers.), and give him the Evil, Trickery, and either the Law or War domains. I am working on a Goblin Domain if you're interrested?

Later,
 

OK, time to get this big boy moving. :) to provoke discussion, here is some chiseled down information from the above posted document. Let’s see how we can use this to reconstruct him from the ground up.

According to the original DDG, Maglubiyet is an 11-foot tall, black goblinoid “with red flames for eyes, sharp fangs and clawed hands.” He is the god of war, commanding mighty armies of goblin spirits as their general. In this book it states that the eternal war with the orcs goes on in the Nine Hells (Baator). He rules the rest of his (as-yet-unnamed) pantheon with an iron hand. Notes on stats:
2 attacks per round, 2d10 damage each (is this with his axe?)
Stats: Str 20, Int 19, Wis (hmm, it says 77, but that must not be right), Dex 20, Con 22, Cha –2 (this was a factor of 1E I suppose, given its ultra-humanocentric nature.)
HP 350
Class levels:
10th-level cleric
16th-level fighter (well, as 16+ HD monster)
6th-level illusionist
10th level assassin
psionic powers of VI level (need to reference my 1E books for this one)

Monstrous Mythology introduced Mags and a number of other old and new gods to 2E. his appearance and attitude was pretty much the same, but there were new stats to accompany rules changes and the like.
2 attacks per round, 2d8+4 (his +4 axe) +7 (strength)
Stats (a little different): Str 19, Dex 17, Con 18, Int 15, Wis 15, Cha 19
Movement rate: 12 (would be 30 ft in 3E)
Size: reduced to 9 feet tall in this version
20 HD, 160 HP
class levels:
16th level fighter
12th level priest (cleric)
also:
can project burning hands (16 hp damage) 1/turn; haste himself 1/day; speak unholy word 1/day.
Death throes: explodes in 10 HD fireball.
+4 axe: huge, bloodied coal black axe which has the property of a sword of sharpness.

Planescape also featured a wealth of information on gods and godlike beings. That series did not deal much with physical stats, but instead presented information on the god’s nature, realm, and followers. Planescape transplanted the goblin gods from the Nine Hells to Acheron, giving them their own special cube, Clangor. Otherwise, he’s basically the same as the old version, but much more expanded. I’ll figure out what Planescape info needs to go into his description.

I’ll also need to take a look and see what information I can garner from the original MotP.
 

You may find it interesting to know that at least two Planescape articles inferred that both the Goblin and Orc pantheons were thrown out of The Nine Hells by one or more Lords of the Nine.

If I were writing the flavor text for this (which I'm not since BOZ can handle it well enough) I would suggest that this is indeed the truth. Perhaps the Lords, tired of having so many wars raging in Hell, as well as the fact that two of the chief gods of the warring armies were "devolving" into Chaos, decided to give them the infernal boot. This only intensified the animosity between the two warring sides who carried the war on to Acheron.

I would probably lean heavily on the Planescape material more so than the 1ed material. Planescapes material will hinge strongly on the foundation set by Monster Mythology. Also recognize that you'll have to decided on adhering to the current rank for Gruumsh (DvR 16) in order to figure where to rank Mag. Technically, they would need to be of equal rank in order for Mag to be a Greater god. Frankly, I would raise Gruumsh to DvR 19 and place Mag slightly lower... 18 probably.
 

The Serge said:
You may find it interesting to know that at least two Planescape articles inferred that both the Goblin and Orc pantheons were thrown out of The Nine Hells by one or more Lords of the Nine.

that's actually excellent. :) where can i find these bits an' pieces?

and i decided to have him DR 16, same as gruumsh.
 

Since Archeron is LE, it would make sense for Mags to be the same alignment. Also i suggest giving him access to the Evil, Law, Trickery, and War domains. (I know I have mentioned this before.)

DvR of 16 seems good, as it puts him on equal ground with Gruumsh.

About his size, he's basically a (size) large goblin.

HD: 20 base outsider, 20 levels of fighter, 20 rogue seems about right, you could drop 10 levels of fighter for 10 levels of blackguard, and drop 10 levels of rogue for 10 levels of assassin, but a 20 levels in both rogue and fighter seems right.

As for Divine Abilities, He should definetly be able to summon goblins :D

Later,
 

Krishnath said:
Also i suggest giving him access to the Evil, Law, Trickery, and War domains. (I know I have mentioned this before.)


i was going to do it the same, but with destruction instead of war. which one is better?
 


Does anyone have any idea what the hell Mags, in the picture provided by BOZ from the 1ed Deities and Demigods is doing?

I've been wondering for years what kind of pose that's supposed to be....
 

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