Goblin War-Chief

Goblin, Leader, Beast; Average; White Soul (350)

Stats

CharacteristicValueAttributeValueSkillValue
Strength50Hit Points24Combat80
Endurance48Wound Thr.13Magic15
Agility40Magicka25Evade50
Intelligence25Stamina4Observe50
Willpower40Initiative+9Stealth20
Perception30Action Pts.3Knowledge35
Personality15Speed13mSocial15
Morale60SizeStd.Physical70

Weapons & Armor

  • May have:
  • • Goblin Chief Axe: 1d8; Splitting, Unwieldy; Reach 1m,
  • 1H
  • • Goblin Shield: BR 7 / MR 4; Light
  • Or:
  • • Goblin Sledge: 1d12; Crushing, Unwieldy; Reach 2m, 2H
  • Or:
  • • Dual-Wielded Goblin Slashers: 1d8; Slashing; Reach 1m;
  • 1H; Wields one in each hand
  • Also has:
  • • Goblin War-Chief Armor: AR 4; Medium, Full

Special Abilities

  • • Inspire (1 AP + 1 SP): The Goblin War-Chief makes a +0
  • Combat Test to rally their tribesman as a Primary Action.
  • A number of target goblins up to the DoS of the Combat
  • test can re-roll their next failed test.
  • • War-Caller (1 AP + 1 SP): The Goblin War-Chief calls their
  • goblins to arms as a Primary Action. All goblins within 10m
  • can immediately make a free Attack action or use their Gang
  • Up ability without spending a Stamina Point.

Traits

  • • Savage: Rolls damage twice and uses the highest result.
  • • Crawler: This creature is not slowed by difficult terrain.
  • • Dark Sight
  • • Dual Fighter: Raise the maximum number of attacks to 3
  • per round as long as the character is dual wielding and attacks
  • with each wielded weapon at least once.
  • Goblin Shaman
  • Goblins Shamans are intelligent, magic wielding goblins. They
  • serve as religious leaders for the tribe.

Encountering Goblin War-Chief

Goblin war-chiefs are the biggest, strongest, smartest goblins in a clan, and as such rule over their weaker kin through force of muscle, and through low cunning. A goblin war-chief is man sized or larger, and those of the nomad clans are even rumored to be supernaturally protected. Some scholars speculate this to be some sort of blessing from Malacath made manifest, though it warrants further study. Goblin war-chiefs, as the highest ranking members of a clan, have best pick of the weapons, armor, food, durzogs, and mates, and they greedily hoard all of these. In a goblin clan, the war-chief is king, and their word is law. As a result, goblins fear, respect, and envy their chiefs, which results in both total loyalty and murderous betrayal. A goblin war-chief must be careful to keep their berserkers and officers in line, lest they attempt to usurp them. Goblin war-chiefs, unlike goblin berserkers, will retreat if it is warranted, or if they can fall back to a strategic position or ambush. At worst, a goblin war-chief commands enough respect to rally their clan to make a counter-attack at a later date, but to not retaliate at all would certainly result in being cast down; as a result, any attack on a goblin clan is viewed as a personal insult to the war-chief. GMs running campaigns that feature goblins as primary antagonists shouldn’t be afraid to deviate from the stats presented here to give a war-chief Talents from the Character creation chapter in the 3e Core Rules, or to give them magic weapons and armor to help differentiate war-chiefs of different clans, or successors to previously killed war-chiefs. Even one Combat or Weapon talent can help give a goblin war-chief a lot of mechanical personality.

Loot

  • A goblin war-chief has on its person what it is equipped
  • with, in addition to about 2d10 drakes worth of trophies
  • weighing 1 ENC.
  • A character can make a +0 Alchemy test to harvest a goblin
  • ear, which is an Uncommon Destruction ingredient. If the
  • character succeeds with more than 1 DoS, they harvest two
  • ears instead.
  • 32
  • Spells
  • [Type] Cone 2: 11MP; 1d6 [Type]; AoE (5m, cone), Attack,
  • Overload
  • [Type] Ball 1: 8 MP; 1d4 [Type]; AoE (2m, sphere), Attack,