Goblin, Space | Aliens | SFRPG SRD | Glasstop Games

Goblin, Space

Space Goblin Zaperator

CR 1/3

XP 135

NE Small humanoid (goblinoid)

Init +3; Senses darkvision 60 ft.; Perception +3

Defense

HP 6

EAC 11; KAC 12

Fort +0; Ref +2; Will +2

Offense

Speed 35 ft.

Melee dogslicer +0 (1d4 S)

Ranged unstable junklaser +3 (1d4 F; critical burn 1d4)

Offensive Abilities tinker

Statistics

Str +0; Dex +3; Con +0; Int +1; Wis +0; Cha +0

Skills Computers +7, Engineering +7, Stealth +7, Survival +3

Languages Common, Goblin

Gear tattered flight suit, dogslicer, unstable junklaser with 1 battery (20 charges)

Ecology

Environment any

Organization gang (4–12) or tribe (13+ plus 13+ noncombatants, 1 honchohead of CR 2–3, and 5–6 alien pets)

Special Abilities

Tinker (Ex) As a move action, a space goblin can remove the penalties associated with the broken condition from a single piece of equipment until the start of his next turn. The item then becomes unusable for 10 minutes (and retains the broken condition after that until it is fixed).

Unstable Junklaser (Ex) A space goblin’s laser pistol is crafted from a mishmash of broken casings, leaking energy cells, and other random material. A junklaser is similar to an azimuth laser pistol, except it has a range of only 60 feet. If the wielder of a junklaser rolls a natural 1 when attacking with it, he must immediately attempt a DC 18 Engineering check. Success means that the junklaser gains the broken condition. Failure means that the gun explodes in 1d3–1 rounds, functioning as a concussion grenade I (explode [20 ft., 1d8 B, DC 10]); a result of 0 rounds means the junklaser explodes immediately—randomly determine the corner of the wielder’s square that is the center of the burst. A thrown junklaser has the same range increment as a grenade.

Space Goblin Honchohead

CR 2

XP 600

NE Small humanoid (goblinoid)

Init +4; Senses darkvision 60 ft.; Perception +7

Defense

HP 24

EAC 14; KAC 15

Fort +1; Ref +3; Will +5

Offense

Speed 35 ft.

Melee dogslicer +6 (1d4+2 S)

Ranged unstable junklaser +9 (1d4+2 F; critical burn 1d4)

Offensive Abilities disturbing screech, tinker

Statistics

Str +0; Dex +4; Con +1; Int +2; Wis +0; Cha +0

Skills Computers +12, Intimidate +12, Piloting +7, Stealth +12

Languages Common, Goblin

Gear tattered estex suit, dogslicer, junklaser with 2 batteries (20 charges each)

Ecology

Environment any

Organization Organization tribe (1 plus 13+ zaperators, 13+ noncombatants, and 5–6 alien pets)

Special Abilities

Disturbing Screech (Ex) As a standard action, a space goblin honchohead can let out a screech that puts all non-goblinoid creatures within 30 feet on edge. Each affected creature must succeed at a DC 13 Will saving throw or gain the off-target condition for 1d4 rounds. Whether successful or not, a creature can’t be affected by the same space goblin honchohead’s disturbing screech for 24 hours. This is a mind-affecting, sense-dependent effect.

Tinker (Ex) As a move action, a space goblin can remove the penalties associated with the broken condition from a single piece of equipment until the start of his next turn. The item then becomes unusable for 10 minutes (and retains the broken condition after that until it is fixed).

Unstable Junklaser (Ex) A space goblin’s laser pistol is crafted from a mishmash of broken casings, leaking energy cells, and other random material. A junklaser is similar to an azimuth laser pistol, except it has a range of only 60 feet. If the wielder of a junklaser rolls a natural 1 when attacking with it, he must immediately attempt a DC 18 Engineering check. Success means that the junklaser gains the broken condition. Failure means that the gun explodes in 1d3–1 rounds, functioning as a concussion grenade I (explode [20 ft., 1d8 B, DC 10]); a result of 0 rounds means the junklaser explodes immediately—randomly determine the corner of the wielder’s square that is the center of the burst. A thrown junklaser has the same range increment as a grenade.

Space Goblin Monarch

CR 20

XP 307,200

Space goblin technomancer

NE Large humanoid (goblinoid)

Init +9; Senses darkvision 60 ft.; Perception +34

Aura unnatural aura (30 ft.)

Defense

HP 395; RP 7

EAC 34; KAC 35

Fort +17; Ref +17; Will +22; +4 vs. enchantments

Defensive Abilities natural invisibility; DR 10/magic; Immunities fire; Resistances sonic 20; SR 31

Weaknesses light sensitivity

Offense

Speed 35 ft., climb 20 ft., swim 30 ft.; earth glide

Melee quantum dogslicer +28 (13d6+22 S)

Multiattack quantum dogslicer +24 (13d6+22 S), bite +24 (9d6+22 P)

Ranged junklaser bazooka +3 (4d12+20 F; critical burn 1d8)

Space 10 ft.; Reach 10 ft. (15 ft. with bite)

Offensive Abilities breath weapon (80-ft. line, 5d8 A, Reflex DC 27 half, usable every 1d4 rounds)

Spell-Like Abilities (CL 20th) At will—charm person (DC 24)

Technomancer Spells Known (CL 20th) 6th (7/day)—chain surge (DC 29), disintegrate (DC 29), flight, interplanetary teleport, true seeing 5th (7/day)—control machines (DC 28), heat leech (DC 28), synapse overload (DC 28), telekinesis, wall of force 4th (7/day)—corrosive haze (DC 27), dimension door, overload systems (DC 27), rewire flesh (DC 27), soothing protocol, wall of fire

Statistics

Str +2; Dex +9; Con +2; Int +12; Wis +2; Cha +6

Skills Computers +39, Engineering +34, Stealth +39

Feats Cleave, Mobility

Languages Common, Goblin

Other Abilities water breathing

Gear nanotube carbon skin, junklaser bazooka, quantum dogslicer, spell cache, 1,000 credits

Ecology

Environment any

Organization solitary or cult (1 plus 20–30 space goblins of CR 3–4)

Special Abilities

Breath Weapon (Su) A space goblin monark can exhale a line of caustic acid as a standard action.

Goblin legend claims that long ago, a tribe of surprisingly clever goblins stowed away on a spacecraft that made its way to a space station, where the goblins infiltrated the station’s worst neighborhoods and set up camps in its engineering passages. Over time, the goblins learned to build weapons and armor from scavenged parts, though many of their efforts are prone to exploding at the slightest provocation.

Thanks to the goblins’ rapid reproduction rate, many generations have passed since those first goblins came to space. Fluctuating gravity, an entirely new diet, and the occasional radiation leak have made space goblins a distinct offshoot species from ancient goblins. They are a bit more intelligent, instinctively able to take apart technology and rebuild it to suit their strange whims. They are quicker as well, scuttling rapidly into nearby ventilation ducts after swiping unattended datapads or laser pistols.

While some space goblins still worship the goblin hero-gods of old, partially adapting their dogma to fit their current lifestyle, many more revere modern gods. Some even think these gods will lead them to some kind of scavenging paradise, where every dawn will bring a new piece of advanced technology to strip for parts.

Ancient goblins were known for their voracious appetites, often eating their body weight each day of what passed for cuisine in the twisted mind of a goblin. Space goblins were not afforded that luxury; they had to subsist on discarded scraps of food and other garbage. As such, space goblins aren’t as insatiable, though they are no less orally fixated. There is an even chance that upon encountering a strange item, a space goblin will try to either dismantle it or eat it. A space goblin might even attempt to diagnose a problem with a small piece of technology by putting it in his mouth and tasting every part of it.

Goblins’ instinctive hatred and fear of dogs and horses has also adapted over the millennia. Space goblins tend to refer to any quadruped (or anything shaped even remotely similarly) that they dislike as a “dog” or “horse,” depending on its size. In that vein, they still refer to their iconic crude melee weapons as dogslicers; these function just like survival knives, though a few enterprising goblin tribes have discovered ways to give the blades microserrated or ultraserrated edges. Other tribes have taken to adapting flame pistols and flame rifles to suit their needs, dubbing them “horseroasters.”

The physical differences between space goblins and their ancient cousins (none of which have been seen for centuries) are slight. Space goblins tend to be a few inches taller, and their eyes are a deeper shade of red. A typical space goblin is about 3-1/2 feet tall and weighs about 35 pounds—most of that weight is in the head.

This page contains Open Game Content used under the Open Game License (OGL).