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New Monster – Goblin (Stellar) for D&D 5E (A to Z)

8 April, 2021

Goblins in the Sea of Stars, as one would expect, are different.

Goblin (Stellar)

BrokenMirrorMirror, mirror polished bright
Mirror, mirror warding light
Mirror, mirror night and day
Goblin, goblin keep away

-Traditional Visse Cleaning Rhyme

You turn to see something duck behind a rock, a moment later it is leering at you from around a tree.  Glittering yellow eyes slit like a cat’s under a wild green and orange hair peer out from a face like a squashed child.  It laughs evilly as you realize your shoes have sunk into the ankles in a pile of dung that was concealed by loose grass and straw.  You look back and the creature has vanished.

Goblin (Stellar)

small fey, chaotic neutral (evil)

Armor Class 14

Hit Points 14 (3d6)

Speed Walk 25ft.

STR 7 (-2) DEX 17 (+3) CON 13 (+ 1) INT 8 (-1) WIS 11 (+ 0) CHA 13 (+1)

Saving Throws Dex +5, Cha + 3

Skills Perception +2, Stealth +5,

Senses passive Perception 12

Languages Goblin (a dialect of Sylan), whatever language is local to the area they are in

Challenge 1/2 (100 XP)

Cunning Sneak: A goblin may use a bonus action to take the hide action as long as it is not in eyesight of a mirror.

Death Curse: When a goblin is slain, it curses its killer, the usual curse is ‘Seven Days Bad Luck’, during that time the victim of the curse the target must roll a d4 and subtract the number rolled from each saving throw. But other curses may be substituted as the DM wishes.

Fey Ancestry. Goblins have advantage on saving throws against being charmed, and magic cannot put one to sleep.

Mirrorbane: Goblins hate mirrors with a burning passion, mirrors remind them of what they once were and they cannot bear that.  Actively confronting them with a mirror (or mirrored surface) causes a goblin to become frightened unless they succeed in a DC 12 Wisdom saving throw  Just knowing a mirror or mirrored surface could catch their reflection causes them to suffer disadvantage on to hit and ability rolls and prevents them from activating their spell like powers (but those already in effect continue).

Sneak Attack: Once per turn, a goblin can deal an extra 1d6 damage to one creature hit with an attack if you have advantage on the attack roll. It does not need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy is not incapacitated and the goblin does not have disadvantage on the attack roll.

Spells: a goblin can use the following spells: feather fall (self only) and thaumaturgy as often as they wish and the following spells once each jump, ray of enfeeblement, and spider climb before requiring a long rest to restore them. Charisma is their spell-casting attribute.

Combat
Claws, Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage and the target must make a Charisma saving throw (DC 10) or be disoriented (disadvantage on attacks and ability rolls) for the next round.

One of the many after effects of the Sundering was that it echoes through those other realms that were near to the world, those of the spirits and the mystic lands where the fae couts rule. No small number of spirits and minor fae were torn asunder as the same happened to their homes, while others were hurt and forced into enchanted sleep and still others were changed, warped and twisted by the huge release of magical energies; many of those that were mutated by the became the beings now known as goblins in the Sea of Stars.

The goblins ebb and flow across the Sea of Stars, hunting and haunting some places for generation or descending on others for a day or a week and then vanishing like the dew. Goblin are predictable and always feared as they are hostile to all people and destructive of the things they one loved.  To protect again goblins, people place mirrors on doors and window to ward against their trickery and harm. In some cultures brides wear mirrors or crystals on their wedding dress or are given a mirror as a wedding gift to keep away goblins and ward off the ill fortune such creatures bring.  Goblins are also the reason that a broken mirror is said to bring seven years bad luck as the sound a breaking mirror is music to their ears.

Goblins live to cause mischief, trouble and strife, taking out their disgust and hatred at the world on the beings that live in it.  Like many such spirits they can be bribed, they usually like sweets and milk.  Goblins can warded against with magical barriers and mirrors deterring them.  Most cultures use some combination of the two methods to protect against these hateful beings.  Goblins are very cunning, strategically weakening items so that they break when used, spoiling food, hiding important objects and numerous other acts of deviltry.  They especially delight in taking objects that will lead to accusations of theft between friends or family.

The hatred of goblins for mirrors is legendary, they hate to be reminded of what they have become, and they will deface or destroy any mirror they can but they usually cannot bear to confront their reflection to do so.  Cats can always sense goblins and many goblins delight in torturing and killing cats while others seek to bribe and befriend them.

In the last few centuries, a small number of goblins have freed themselves from their hatred of others, though not entirely of their own self-loathing, and formed small communities away from other people. These new goblins seek to build a new life but their very nature makes such a difficult task.

Notes: You can find the original Pathfinder version here.  Not a powerful monster but versatile and quite dangerous if you allow them to dictate the terms of engagement.

Photo “Broken Reflection” by ryanmcgilchrist is licensed under CC BY-SA 2.0.

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