Ancient armor: 2- dmg. On all attacks if the pc hits it’s hid by running into it 6 dmg. This only happens if momentum is used.
Deformed horror: any pc that fails an int. Check at the beginning of the battle causes a 2- in dodge or hit or miss rolls.
Scratch: 9 (1d6) slashing. (D4 -1/2) piercing.
punch:11 (1d8) bludgeoning.
stomp:13 (1d6,1d4) bludgeoning.
bite:9 (1d8,1d4) piercing.
tail whip:14 (2d4) knock back (Knock back 11 ft.). ( d6 +3) bludgeoning.
sword: 7 (1d4) slashing.
spear: 5 (d6) piercing.
dynamite: 13 (d10) knock back. 4 fr. dmg. (Rchg. 1-2)
Pyro maniac’s explosion: a 40x40 foot radius will have 14 different mines placed and can be used anytime even after this special, depending on a (2d10) roll were that many fire dynamites will be dropped +4.
Fire dynamite:12 (d12) knockback. 6 fr. dmg.
mine:9 (d6) knockback. 3 fr. Dmg.
(rchg. 1-10)
Description
After thousands or millions of years this goblin has lived going through every different type of goblin gathering experience from all and then as they see what they have become they go insane with blood thirst for flesh they will even go to cannabilism to survive. As they coldly wait for their next prey to come and tear them apart and torture them.
Lair and Lair Actions
In a cold shivery place is the most feared type of goblin the Beserker Goblin...... as it lays it waits to slowly horrifyingly R.I.P. apart and eat the next adventurer that dare to go in there.
Lair Actions
None
Regional Effects
Any where with in the cave it is in or dungeon within half of the location will have +4 to 6 monsters in a group.
-
View User Profile
-
Send Message
Posted Aug 29, 2020This is my absolute favourite thing on this entire website, please make more. <3