Great Goblin

Grendel.pngArmor Class: 5
Hit Dice: 3+1
Move: 90’ (30’)
Fighting Capability: +5
Saving Throw: 8
Damage: By weapon + 1
Dungeon Encounter: 2d8
Wilderness Encounter: 5d4
Morale: 9
Alignment: Chaotic
XP Value: 125

Great goblins are unusually large examples of goblin-kind, possibly of mingled goblin and trollish origin. Unlike gnolls and holcs, though, great goblins were not bred by any dark power in the distant past—they arise naturally, as mutations born among normal goblins. They are freaks among their fellow goblinoids, growing to achieve size and strength that almost rivals that of a mountain troll; but unlike trolls, great goblins tend to have above-average intelligence and a penchant for stealth and subtlety that one would not normally associate with such great, lumbering monsters. (It is this latter characteristic—their natural stealth—that gives great goblins one of their common epithets: “bogeymen” or “bugabears”.) This combination of strength and guile makes great goblins the natural kings of goblin-kind. Even mountain trolls and cave trolls tend to defer to a great goblin in a position of leadership. In the goblin-tongues, great goblins are known as thurses or thyrsa-hai.

Great Goblin

The Shade Isle Campaign jhiggins327 jhiggins327