A few goblin-kin to haunt your megadungoens, rotted faerie-woods, and goblin markets.
Loblins are small long armed creatures (4 ft tall or so) that inhabit dark woods, mountains, underground caverns, and faerie realms with a distdistinct talent for missile weapons. They may attack with thrown weapons at +4 chance to hit. Loblins may if in possession of a basket of darts or sack of stones lob a volley of fire for 3 full melee rounds hitting all in a 10’ area up to 100’ away for 2-8 pts of damage( save for 1/2). They attack at -1 in the full sunlight.
• Goblin: HD 1d6+1hp; AC 6 ; Atk 1 weapon (1d6) missiles attacks at +4; Move 9; Save 18; AL C; CL: 1; Special: -1 to hit in sunlight. Lob Volley for 3 rounds.
Elite hog riders of the Loblin folk. They
are usually mounted upon their riding hogs and are able to use the Lob
Volley if moving slowly on the mount (1/2 speed, target area can move
10’ a round). They may charge with their riding hogs to disrupt and
confuse folks but usually cling on for dear life hooting and equaling as
the hogs gores and perhaps knocks down foes. Anyone struck by a
charging Hog Loblin Riding Hog must make a save or fall down.
• Hog Loblin: HD 1; AC 6 ; Atk 1 weapon (1d6); Move 9; Save 18; AL C; CL/XP B/10; Special: -1 to hit in sunlight.
Hog Loblin Riding Hog : HD 2+2; AC 7 ; Atk 1 gore (2d4); Move 15;
Save 16; AL C; CL/XP 2; Special: -1 to hit in sunlight. Knockdown.
Scarflin are small creatures that inhabit dark lands and fairy woods and when first encountered there is little to differentiate them from more typical goblins but when they start to feed they can grow larger with ridiculously distended stomach. A hungry Scarflin will try to eat virtually anything and anyone that can’t fight back, they will attempt to close with prey and crab with both hands,if both are successful they will distend their jaws and try to swallow the victim whole. A Scarlin can easily swallow a housecoat or small dog and after doing so they will be stretched out enough to swallow slightly larger foes (gnomes, halflings), and then larger ones (elves and dwarves) and even full grown men that get in reach, each time they swallow anything or anyone bigger than a small dog or housecoat their move is reduced by 3. Anyone swallowed by a Scarflin in helpless but can be pulled free by allies or cut from the distended bellies of the creatures and they will suffer no harm if freed within an hour (after that hour they will have drowned in stomach fluids and copious amounts of drink). Scarflins will fall asleep and snooze for 3 days straight after eating 4 or more HD of creatures. They attack at -1 in the full sunlight.
• Scarflin: HD 1+1 AC 6 ; Atk 2 grabs(special) or 1 weapon (1d4); Move 9; Save 18; AL C; CL/XP B/2; Special:Swallow Whole, -1 to hit in sunlight.
These sewer and swamp dwelling cousins of Scarflins are even less choose in their fare willing to settle for table scraps, offal, and dung if nothing fresh is available. Bog Scarflins may swallow foes as the Scarflin above but they are more patient and not as willing to engage in combat, it is not unusual for one to dwell inside a privy making use of fresh delivered fare and the occasional visitor.
Horrible stench, anyone attempting to engage these creatures in hand to hand combat with a sense of smell must save or be -2 to hit due to nausea caused by their stench,
• Scarflin: HD 2 AC 6 ; Atk 2 grabs(special) ; Move 9; Save 18; AL C; CL: 2; Special:Swallow Whole, -1 to hit in sunlight, stench
Small goblin kin that often dwell on the edge of faerie woods noted for their propensity to wear ridulosuly oversized helmets (that serve to them as well as plate armor). The large helmets make it difficult for them to use missile weapons (-2 to hit).
• Kettle Knight: HD 1d6hp; AC 3 ; Atk 1 weapon (1d6); Move 9; Save 18; AL C; CL/XP B; Special: -1 to hit in sunlight.
Hogaboars are bugbears (and some other sorts of goblins) afflicted with swinish lycanthropy appearing as large headed grinning boars with pointed goblin ears running about on all four limbs. Anyone brought below 50% hit points by the hogaboar will contract lycanthropy, humans will become wereboars and goblin kind if 2 HD or more will be hogaboars otherwise they will simply berserk until saline or they collapse in exhaustion. Hogaboars can be harmed by non-silver weapons but only suffere1/2 damage from such weapons.
• Hogaboar: HD 4+2; AC 4 ; Atk 1 gore (2d6); Move 12; Save 13; AL N or C; CL/XP 4; Special: Lycanthropy, suffers half damage from non-silver weapons
Hit-men of goblin kind willing to work for anyone with coin, they will follow a master anywhere calmly and quietly until combat breaks out or they are ordered to stalk and stab a victim. They go berserk when so ordered to kill and are a whirlwind of limbs and stabbing blades. After a victim is slain they will go their way as their contract is fulfilled. If a Stabling has surprise or can attack from behind they are +4 to hit and inflict double damage. When berserk they are +2 to hit but are also easier to hit themselves. A stabling can be hired for 2 g.p. a job.
• Stabling: HD 1+1 AC 6 ; Atk 1 weapon (1d6); Move 9; Save 18; AL C; CL/XP 1; Special:backstab.
There are more goblins coming. Stab-lings are based on a memory of someone explaining how their D&D group had no clue what stabling was on the D&D price lists when first playing.