Moon Goblin
Blue-green skinned mountain-dwelling goblinoids with remarkable stealth abilities and affinity for metalwork
Basic Fantasy Field Guide Omnibus
| Armor Class | 16 |
|---|---|
| Hit Dice | 2 |
| Number Appearing | Wild 2d10, Lair 4d8×10 |
| Attacks | 1 weapon |
| Damage | 1d6 or by weapon |
| Movement | 30' |
| Save As | Fighter: 2 |
| Morale | 8 |
| XP | 75 |
| Treasure Type | E |
Moon goblins, despite their name are not actually goblins, instead they are a distantly related race of mountain dwelling goblinoids, unusually well-organized compared to goblins, they display an affinity for metalwork and mining. Displaying more cunning, and wit than their goblin and hobgoblin cousins, though still less cunning than the fearsome bugbears. Their skin is blue-green, and they stand between 4 and 4.5 feet tall, with a stockier and more muscular build than goblins.
Their experience with mining and metalwork means that moon goblin warriors are much better equipped. Full mail hauberks, covered with tabards, usually emblazoned with lunar images, they make and use most weapons, but show special fondness for heavy crossbows and spears. Their larger war-bands have even been known to construct wood- and stone-fortified camps.
Special Abilities
Variants
Captains wear plate armor and have 4 HD. Captains tend to wield two-handed weapons, such as great axes or mauls.
| Armor Class | 18 |
|---|---|
| Hit Dice | 4 |
| XP | 240 |
Trappers generally keep themselves separate from the normal warriors; they set traps and scout for the captains. Trappers are highly skilled, and can set tripwire-activated nets, hidden spikes, and other devious traps remarkably quickly to hinder those in the path of the main troop. Trappers are less robust than the tribes warriors having 1 HD and wear lighter leather armor but move faster (40’) and favor short bows, occasionally using poison arrows (save v. Poison or be paralyzed for 1d6 turns).
| Armor Class | 14 |
|---|---|
| Hit Dice | 1 |
| Movement | 40' |
| Save As | Fighter: 2 |
| XP | 23 |
Moon Goblin Champions wear platemail, and carry a shield, preferring swords or maces as weapons. Champions are highly skilled warriors, but bind themselves strictly to a misunderstood code of honor or chivalry that they do not fully understand, often challenging foes to single combat.
| Armor Class | 20 |
|---|---|
| Hit Dice | 5 |
| XP | 360 |
Shamans are the moon goblins spiritual guides. They wear ornate mail hauberks decorated with bones and festooned with still bloody trophies, fighting with the same swords or maces that champions prefer. They are however very capable magically, being able to cast spells as if they were Clerics of 6th level.
| Armor Class | 16 |
|---|---|
| Hit Dice | 3 |
| XP | 175 |
These are the bravest of the moon goblin champions. They have completed the quest of journeying high into the mountains and attempting to tame a wyvern. The ones that succeed are the most powerful, and sturdiest of their kind, wear enchanted platemail and shield, fighting with sword or mace, and long spears that they can use from the backs of their fearsome flying steeds. Moon goblins with a wyvern rider amongst their numbers gain a +2 to their morale checks.
| Armor Class | 22 |
|---|---|
| Hit Dice | 8 |
| XP | 875 |
Moon goblins are led by the mysterious Shaman-Kings, legendary warriors and wielders of vast shamanistic power. The shaman-kings can be formidable opponents to even the most powerful of opponents. Shaman-kings wear ornate enchanted platemail decorated with bones and bloody trophies, and shields, and fight with either a sword or mace like their lesser shaman brothers. Shaman kings can cast spells as if they were 12th-level Clerics. They are never found unless leading bands of at least 200 moon goblins, and will always be accompanied by an honor guard of 1d4+1 moon goblin champions. Moon goblins led by a shaman king will never check morale while the shaman king is present.
| Armor Class | 22 |
|---|---|
| Hit Dice | 12 |
| XP | 1975 |