The Great Goblin Hordes.

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Here I will describe a major organization of my campaign, the Great Goblin Hordes. The Great Goblin Hordes may a great enemy all the way to about level 15. The GGH in my world are backed by a powerful supernatural being and despise the fey so conversion may be needed if you use them.

The Great Goblin Hordes is a collection of 5 large roaming armies of goblinkind. These dangerous nomads move from place to place to collect resources for the sacred mission: conquering of the fey. Backed by a godly ally, the Great Goblin Hordes take lands to fuel their wars with the fey.
Although nomadic, the hordes move very slowly. They are often too large to move with a major city to claim as their home. A horde will take a city and build until they are ready to strike an elven kingdom or drow empire. They use extreme military discipline to establish the control needed to feed and arm their armies.
The largest of the hordes is the Blackhair Horde. Unlike the other hordes, they are allowed to raise non-goblins to ranks other than slave. Humans, shifters, and orcs are often found in their tents. Blackhairs are brutal and rely on their numbers to stomp their enemies into dust. Blackhair Horde is in charge of feeding and arming the other hordes after deafeat or when conquered lands are stripped dry.
The Redhair Horde is the most barbaric and primal of the hordes. This is mostly due to their bugbear leadership. Theses are explorers of the Goblin Hordes and are often sent first when war is declared by the Horde Cheiftans to break fortified lands. Goblins of other hordes found to be too wild to control are sent to the Redhairs to fight.
The Goldhair are the most elite of the Great Goblin Hordes. Those fewest in number, Goldhair warriors are the strongest and most religous of the Hordes. Goldhair priests are able to bind angels to the spirts of their warriors so they can transform into flying death machines. They are charge with dealing with the most powerful enemies.
The Ghosthair Horde is made of almost a quarter undead. They are as bald as they are cunning. Most Ghosthairs are trained in some necromancy. They attack orges, giants, trolls, onis, and other larger beings to raise their corpses as huge warriors. The Ghosthair are called in when a fortress is well fortified.
The Whitehair Horde is mostly found underground and are tasked to destroy the drow and fomorians. Their long bleached hair is often the last thing many drow see before death. Tehir blades are made to kill fey in the dark.


Brownhair Swordsman Level 5 Minion
Medium Natural Humanoid XP 50
---
Initiative +6 Senses Perception +4, low-light vision
HP 1; a missed attack never damages a minion
AC 19; Fortitude 17, Reflex 15, Will 14
Speed 6
---
:bmelee: Longsword (standard; at-will) Weapon
+7 vs. AC; 5 damage

Hobgoblin Resilience

Ally Guard
The brownhair swordsman gains resist 10 when adjacent to an ally.

Alignment Evil Languages Common, Goblin
Skills Athletics +10, History +8,
Str 19 Dex 16 Wis 16
Con 15 Int 16 Cha 10
Equipment scale armor, light shield, longsword

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Redhair Bloodmaul level 6 brute
Medium natural Humaniod XP 250
---
Initiative +6; Senses Perception +6, low-light vision
HP 86; Bloodied 43
AC 19; Fortitude 20; Reflex 16; Will 16
Speed 6
---
:bmelee: Maul (standard; at will) Weapon
+5 vs. AC; 2d6+6 damage (crit 18)

:melee: Redsmash (standard; at will) Weapon, Fear
Bloodied targets only, +4 vs. Fortitude; 2d6+6 damage and the target is pushed 3 squares and knocked prone.

:ranged: Feyhalting Blood (minor, while bloodied, at will)
Ranged 5; the target cannot teleport or turn invisible (save ends both). Fey creatures take a -5 penalty to their saving throw.

Peredatory Eye (minor: encounter)

---
Alignment Evil; Languages; Common, Goblin
Skills: Intimidate +9 Stealth+ 13
Str 20; Dex 16; Wis 13
Con 18; Int 11; Cha 8
Equipment scale armor, maul

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Goldhair Angelbinded Level 16 Soldier
Medium Natural Humanoid XP 1400
---
Initiative +12 Senses Perception +12, low-light vision
HP 188, Bloodied 94
AC 19; Fortitude 17, Reflex 15, Will 14
Speed 6
---
:bmelee: Longsword and Dagger (standard; at-will) Weapon, Radiant
+19 vs. AC; 1d8+6 damage plus 1d4 radiant damage and the target is slowed until the end of the goldhair angelbineded next turn.

Hobgoblin Resilience

Release Angelbind (move, sustain minor, while bloodied, encounter) Polymorph
The goldhair angelbineded transforms into an angel of valor until end of turn. The goldhair angelbinded uses the angel of valor statistics instead of his own, except for hitpoints. The goldhair angelbineded gains a +4 bonus to attack and damage rolls until the end of its next run when it sustains this power.

Alignment Evil Languages Common, Goblin, Supernal
Skills Athletics +10, History +8,
Str 20 Dex 16 Wis 16
Con 15 Int 16 Cha 10
Equipment scale armor, longsword, dagger

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Hulking Rot Level 10 Minion
Large Shadow Humanoid (undead) XP 125
---
Initiative +5 Senses Perception +5
HP 1; a missed attack never damages a minion.
AC 25; Fortitude 24, Reflex 23, Will 22
Imunne: poison, disease;
Resist 10 necrotic
Speed 5
---
:bmelee: Slam (standard; at-will)
Reach 2, +16 vs. AC; 7 damage

:close: Fall Over (immediate reaction; when dropped to 0 or fewer hit points)
The hulking rot collapses on the enemy; burst 2; +16 vs Fortitude or Reflex (whichever is higher). 10 damage and if the target is large or smaller, they are also knocked prone and restrained (save ends).

Alignment Unaligned Languages -
Str 25 Dex 9 Wis 10
Con 20) Int 3 Cha 14
Equipment chainmail, shield, longsword

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Whitehair Feyslayer Level 12 Controller
Small Natural Humanoid XP 700
---
Initiative +12 Senses Perception +12, darkvision
HP 120, Bloodied 60
AC 22; Fortitude 20, Reflex 22, Will 23
Speed 6
---
:bmelee: Dagger (standard; at-will) Weapon,
+12 vs. AC; 1d4+5

:ranged: Mark as Fey (standard; at-will) Psychic
Ranged 10; Fey creatures are immune; +12 vs.Will; the target takes ongoing 10 psychic damage

:ranged: Feyslaying Binds (standard; encounter) Force, Poison
Ranged 10; affects only creatures taking ongoing psychic damage; +12 vs. Reflex; 2d10 force damage and the target is restrained (save ends) First Failed Save: the target takes ongoing 15 poison damage
Feyslayer
The whitehair feyslayer may use its feyslaying binds against a fey creature even if it isn't recharged and even if the creature isn't taking ongoing psychic damage/

Goblin Tactics

Alignment Evil Languages Common, Goblin, Elven
Skills Stealth +13
Str 16 Dex 20 Wis 16
Con 15 Int 16 Cha 10
Equipment dagger
 
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These look very reasonable.

I like Feyhalting Blood, is this a racial power for all Redhairs? Is there a particular reason why you didn't make the power an immediate interrupt with a trigger of an enemy with 5 squares attempting to teleport or turn invisible?

Also the Bloodmaul is doing +6 damage when normally I would expect +4 (standard level 6), or +5 (from the 20 str) is there any particular reasoning behind this, like a racial bonus?
 

No wonder my cousin says my bloodmauls are unfair. He traded it for his new bugbear's racial (after I killed his eladrin).
Bloodmauls flick their magically enhanced blood at enemies. They do it multiple tiimes a round so it can't be immediate. Move back, Feyhalting Blood, Charge, Repeat.
 

Ah I must have read the power too quickly and didn't realise it was actually an attack.

In that case there should probably be an attack roll vs. Reflex to keep it fair (for use on both sides!), otherwise it's probably a bit overpowered.
 

Ah I must have read the power too quickly and didn't realise it was actually an attack.

In that case there should probably be an attack roll vs. Reflex to keep it fair (for use on both sides!), otherwise it's probably a bit overpowered.

The Great Goblin Hordes banned fairness. Perfume, the color purple, and turtles are also banned.
It's not that powerful. It grant no mathematical bonus, rarely does anything, and wears off fast. If you wanaa teleport, run away. You should glad there's no disease in that blood.
 

The Great Goblin Hordes banned fairness. Perfume, the color purple, and turtles are also banned.
It's not that powerful. It grant no mathematical bonus, rarely does anything, and wears off fast. If you wanaa teleport, run away. You should glad there's no disease in that blood.

fair enough, one way to look at it is that if the power works the same for both sides then it is completely fair, or at the very least even handed.

So does that mean there are no noble born purple dragon knight paladins riding giant turtles in your campaign?.......shame on you! (wait a minute that could be an amusing idea for an encounter :lol:)
 

They just captured the PC's purebreed giant purple riding turtle.
But giant purple turtles smell good naturally. I'll stat them out one day. Giant snapping reptiles who spit saltwater in your eyes and eat houses.
 

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