Shadowbooks Shadowdark RPG MonstersMonster Statistics
Shadowdark RPG, p. 220
p. 220
Shadowdark RPG, p. 221
p. 221
Goblins, Goblin, Goblin, Boss, Goblin, Shaman GOBLINS Goblins are the smallest and most numerous of the goblinoids, often serving hobgoblins, bugbears, or even hill giants as replaceable lackeys. They live in filthy, subterranean warrens built of scavenged materials. The goblin boss rules by cruelty and strength, and the shaman wields cryptic sorcery. GOBLIN A short, hairless humanoid with green skin and pointy ears. AC 11, HP 5, ATK 1 club +0 (1d4) or 1 shortbow (far) +1 (1d4), MV near, S +0, D +1, C +1, I -1, W -1, Ch -2, AL C, LV 1 Keen Senses. Can't be surprised. GOBLIN, BOSS A scarred goblin with knotted muscles and a crown of iron. AC 14 (chainmail), HP 20, ATK 1 spear (close/near) +3 (1d6), MV near, S +2, D +1, C +2, I -1, W +0, Ch +1, AL C, LV 4 Keen Senses. Can't be surprised. GOBLIN, SHAMAN A swaying, chanting goblin wearing necklaces of teeth and a robe of musty rat pelts. AC 12 (leather), HP 19, ATK 1 staff +0 (1d4) or 1 spell +3, MV near, S +0, D +1, C +1, I +0, W +2, Ch +1, AL C, LV 4 Keen Senses. Can't be surprised. Bug Brain (WIS Spell). DC 13. Near range, one target. Target's INT drops to 1 for 1d4 rounds. Skitter (WIS Spell). DC 12. Self. Climb like a spider for 5 rounds. Stink Bomb (WIS Spell). DC 12. One target within far 2d4 damage and DC 12 CON or DISADV on next check/attack.
GIBBERING MOUTHER Crawling masses of slime with dozens of screeching, lipless mouths and wet eyeballs. AC 8, HP 21, ATK 2 bite +3 (1d8 + latch), MV near (climb, swim), S +2, D -2, C +3, I -3, W +0, Ch -3, AL N, LV 4 Gibbering. Creatures within near DC 12 WIS on turn or take a random action (d8): 1-3. do nothing, 4-5. move in random direction, 6-7. attack nearest creature, 8. flee. Latch. Attach to bitten target; bites auto-hit next round. DC 12 STR on turn to tear off. GLADIATOR Veteran warriors seasoned in arena fights to the death. AC 16 (chainmail + shield), HP 15, ATK 2 longsword +3 (1d8) or 1 spear (close/near) +3 (1d6), MV near, S +2, D +1, C +2, I +0, W +0, Ch +1, AL N, LV 3 GNOLL Barbaric, opportunistic hyenafolk who range in large packs. AC 12 (leather), HP 10, ATK 1 spear (close/near) +1 (1d6) or 1 longbow (far) +1 (1d8), MV near, S +1, D +1, C +1, I -1, W +0, Ch -1, AL C, LV 2 Rage. 1/day, immune to morale checks, +1d4 damage (3 rounds). GNOME, DEEP Gray-skinned, white-haired fey the size of halflings. They hunt for gems and rare cave flora. AC 14 (leather + shield), HP 14, ATK 1 pick +3 (1d6) or 1 dart (near) +2 (1d4), MV near, S +2, D +1, C +1, I +1, W +1, Ch +1, AL L, LV 3 Stone Meld. 2/day, underground only. Turn invisible for 3 rounds.