Monster Monday! – Blue Goblins!

Ever since they appeared in the 3.5 Expanded Psionics Handbook (I know they actually appeared in the original Psionics Handbook, but I didn’t see them then), I’ve always been fascinated with Blues, the psionic goblins. They’ve always been one of my favorite monsters. Partly for flavor, partly for mechanical reasons, but mostly because I love the metadesign aspect (psionic PCs? psionic goblins!).

To celebrate my inaugural Monster Monday post, I present a host of “blue” goblins for your 4th Edition D&D enjoyment!

Blues

Lore

Religion DC 18: When goblin warrens are built on top of deposits of energy nodes, the number of blues born to that population begins to increase. There are rumors of warrens out on the edges of civilization built upon massive energy nodes, within which virtually every goblin born is a blue.

Encounters

Goblin chieftains force their blues through rigorous training – the life of a blue is not an easy one. Goblin parties are often accompanied by a blue, often a psion, though ardents and battleminds are far from rare. Occasionally, a party of PCs may encounter an entire band of blues.

Blue Goblin Psion

Of all the blues, the psion is the most common. Their cheap robes set them apart from their brethren, dyed dark blue. They often stand behind their allies, striking down their foes.

Blue Goblin Psion

Level 2 Artillery

Small natural humanoid

XP 125

Initiative +3                          Senses Perception +1; low-light vision
HP 35; Bloodied 17
AC 14; Fortitude 15; Reflex 14; Will 15
Speed 6

m Quarterstaff (standard; at-will) • Weapon

+9 vs AC; 1d8 + 3 damage

r Force Blast (standard; at-will) • Force, Psychic

Ranged 10; targets two enemies; +7 vs Will; 1d10 + 3 force damage, and you push the target 1 square.

A Telekinetic Anchor (standard; recharge 5 6) • Force, Psychic

Area burst 1 within 10; +7 vs Fortitude; 2d10 + 3 force damage. Each target takes 5 damage the first time it moves on its next turn.

Goblin Tactics (immediate reaction, when the blue goblin psion is missed by a melee attack; encounter)

The goblin shifts 1 square.

Alignment Chaotic Evil

Languages Common, Goblin

Skills Insight +6

Str 11 (+1)

Dex 14 (+3)

Wis 11 (+1)

Con 17 (+4)

Int 8 (+0)

Cha 14 (+3)

Equipment Quarterstaff, Robes

Blue Goblin Battlemind

The battlemind is the fiercest of the blues. Larger than most other blues, and even most other goblins, the battlemind wades into battle, a fierce fighter who is as punishing with his longsword as he is with his mind.

Blue Goblin Battlemind

Level 3 Soldier

Small natural humanoid

XP 150

Initiative +3                          Senses Perception +1; low-light vision
HP 52; Bloodied 26
AC 19; Fortitude 16; Reflex 15; Will 15
Speed 6

m Longsword (standard; at-will) • Weapon

+10 vs AC; 1d8 + 3 damage, and you may mark the target.

Mind Spike (immediate reaction, an adjacent enemy marked by you deals damage to your ally with an attack that doesn’t include you as a target; at-will) • Force, Psychic

The target takes force and psychic damage equal to the damage its attack dealt to your ally.

Blurred Step (opportunity, when an adjacent enemy marked by you shifts.; at-will)

The Blue Goblin Battlemind may shift up to 2 squares.

Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)

The Blue Goblin Battlemind shifts 1 square.

Alignment Chaotic Evil

Languages Common, Goblin

Skills Athletics +11, Intimidate +6

Str 20 (+6)

Dex 11 (+1)

Wis 11 (+1)

Con 14 (+3)

Int 11 (+1)

Cha 11 (+1)

Equipment Hide Armor, Longsword, Large Shield

Blue Goblin Ardent

Ardents are rare amongst the blues. The number of goblins who possess both the psychic fortitude and leadership potential required to be an ardent are rare. Yet when they are encountered, adventurers would be wise to be afraid – the ardent moves around the battlefield, healing its allies and striking down its foes.

Blue Goblin Ardent

Level 3 Skirmisher (Leader)

Small natural humanoid

XP 150

Initiative +6                          Senses Perception +9; low-light vision
HP 43; Bloodied 21
AC 17; Fortitude 14; Reflex 15; Will 18
Speed 6

m Greatsword (standard; at-will) • Weapon

+8 vs AC; 1d10 + 3 damage

M Demoralizing Strike (standard; at-will) • Psychic, Weapon

+6 vs Will; 1d10 + 3 damage, and the target takes -2 penalty to all defenses until the end of the Blue Goblin Ardent’s next turn.

Ardent Surge (standard; recharge 5 6) • Psychic, Healing

Blue Goblin Ardent or target within 5 can regain 10 hit points.

A Ardent Alacrity (immediate reaction, when the blue goblin ardent is bloodied; encounter) • Psychic

Close burst 5; each ally in burst can use a free action to either shift 1 square or move half its speed.

Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)

The Blue Goblin Ardent shifts 1 square.

Alignment Chaotic Evil

Languages Common, Goblin

Skills Athletics +8, Insight +9

Str 14 (+3)

Dex 17 (+4)

Wis 17 (+4)

Con 11 (+1)

Int 14 (+3)

Cha 14 (+3)

Equipment Leather Armor, Greatsword

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