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Dungeon Goblin

Adversaries Designed by James Bratten • Art by Erik Wilson[

Adversary overview

A scrappy green humanoid with jagged teeth, wild eyes, and a weapon that looks like it was assembled five minutes ago. Dungeon goblins are quick, loud, and opportunistic. They prefer to swarm isolated targets, jab with crude weapons, and run when things go poorly.

Not to be confused with the Goblin Ancestry, these are mean lil’ dudes.

From Dungeon Crawler Carl: “Small and reckless, the Dungeon’s goblins are associated with explosions and unstable contraptions. Crawlers who receive explosion-related achievements earn Goblin Loot Boxes containing ever-unstable Goblin Dynamite and goblin smoke bombs, and may earn skill points in the Goblin Explosives Skill.

Goblins live in clans lead by a War Chieftain or – occasionally – Goblin Warlord. Goblin Shamans (or Shamankas) specialize in Anguish Magic, and serve as the leader’s second-in-commands. If a crawler kills only one goblin in a group, the others will return shortly after with the rest of the clan.

Their guttural language sounds like grunts and squeaks, and their laughter is high-pitched and squealing.”

Stat block

Tier
1
Type
Skulk
Difficulty
10
HP
3
Stress
3
Attack mod
+1
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
4
Major Damage — Mark 2 HP Major
Mark 2 HP
8
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Pineapple Club
Range: Melee
Damage: 1d6+2
Attack Mod: +1
Damage Type: Physical

Features

Passives

  • Scrappy Fighters

    When the Goblin has at least one ally within Very Close range of the same target, it gains +1 to attack rolls.

Actions

  • Reinforcements
    stress 1

    Once per scene, mark a Stress to summon 2d4 additional adversaries, which appear at Far range.

  • Hit and Scatter
    stress 1

    Make an attack against a target in Melee range.
    After the attack resolves, the Goblin may mark 1 Stress to immediately move to Close range.

Reactions

  • Cheap Shot
    stress 1

    When a target within Very Close range becomes Vulnerable, the Goblin may mark a Stress to make an immediate attack.

Motives & tactics

Harass intruders Gang up on targets Cause chaos Grab loot and run

Experiences

  • Sneaky +2
  • Scrap Scavenger +2

Dungeon Goblin

Tier 1 skulk

A scrappy green humanoid with jagged teeth, wild eyes, and a weapon that looks like it was assembled five minutes ago. Dungeon goblins are quick, loud, and opportunistic. They prefer to swarm isolated targets, jab with crude weapons, and run when things go poorly.

Motives & Tactics: Harass intruders, Gang up on targets, Cause chaos, Grab loot and run

Difficulty: 10 | Thresholds: 4/8 | HP: 3 | Stress: 3

ATK: +1 | Pineapple Club: Melee | 1d6+2 Physical

Experience: Sneaky +2, Scrap Scavenger +2

HP:

STRESS:

Features

Scrappy Fighters - Passive: When the Goblin has at least one ally within Very Close range of the same target, it gains +1 to attack rolls.
Reinforcements - Action: Once per scene, mark a Stress to summon 2d4 additional adversaries, which appear at Far range.
Hit and Scatter - Action: Make an attack against a target in Melee range. After the attack resolves, the Goblin may mark 1 Stress to immediately move to Close range.
Cheap Shot - Reaction: When a target within Very Close range becomes Vulnerable, the Goblin may mark a Stress to make an immediate attack.

Discussion

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