Goblin, Fire

Family: Elemental Goblin

Small humanoid, neutral evil

Armor Class 15 (natural armor)
Hit Points 45 (10d6 + 10)
Speed 20 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 13 (+1) 16 (+3) 10 (+0) 12 (+1)

Saving Throws Dexterity +7, Constitution +4
Skills Deception +4, Perception +3, Stealth +7
Damage Vulnerabilities cold
Damage Resistances lightning; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities fire
Senses darkvision 120 ft., passive Perception 13
Languages Common, Goblin, Sylvan
Challenge 7 (2,900 XP)

Special Traits

  • Flaming Arrows. Fire goblins are adept at manufacturing flaming arrows, and coupled with their produce flame cantrip, a fire goblin with prepared arrows (wrapped and treated to be easily flammable) may set up to 2 arrows on fire as a seamless part of each turn’s attack, without requiring a separate action. Preparing an arrow for such a use still takes the normal amount of time but can be done in advance and saved for a later battle.
  • Innate Spellcasting. The fire goblin’s spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The fire goblin can innately cast the following spells, requiring no material components:

Actions

  • Multiattack. The fire goblin can make two attacks with its flaming arrows using its shortbow.
  • Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.
  • Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) fire damage.
  • Fire Breath (Recharge 5-6). The goblin exhales fire in a 20-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 45 (10d8) fire damage on a failed save, or half as much damage on a successful one.

About

This halfling-sized humanoid has deep red skin and bright blue eyes, with orange and yellow hair that seems to waft naturally upward like a candle flame.

When the 5 clans quarreled so long ago, the fire goblins were at the heart of the quarrel. They wished to conquer and rule over the other tribes.

Their prayers were answered by an evil god who twisted their hearts toward his own viewpoint even as he answered their pleas for increased prowess in battle. To this day, they seek to conquer all territories they encounter if tactically feasible, especially those of stone goblins. The fire goblins call their patron deity the Soul of Flame. It is unknown whether he is known by other names or guises in other lands.

Fire goblins are exceedingly militant in outlook and fair tacticians though they are less disciplined than some armies. In combat, they are clever and courageous, but their reason is sometimes marred by hot rage.

They also enjoy their enemies’ cries of suffering a bit more than is always useful. Watching them, it is obvious that their culture’s universal and strict military training is always at war with their fierce inner passions.

Fire goblins are about the size of halflings, with deep red skin, bright blue eyes, and orange and yellow hair that tends to stay fairly short without being cut and grows almost straight up like a candle flame.

Section 15: Copyright Notice

Tome of Horrors © 2018, Frog God Games, LLC; Authors: Kevin Baase, Erica Balsley, John “Pexx” Barnhouse, Christopher Bishop, Casey Christofferson, Jim Collura, Andrea Costantini, Jayson ‘Rocky’ Gardner, Zach Glazar, Meghan Greene, Scott Greene, Lance Hawvermale, Travis Hawvermale, Ian S. Johnston, Bill Kenower, Patrick Lawinger, Rhiannon Louve, Ian McGarty, Edwin Nagy, James Patterson, Nathan Paul, Patrick N. Pilgrim, Clark Peterson, Anthony Pryor, Greg Ragland, Robert Schwalb, G. Scott Swift, Greg A. Vaughan, and Bill Webb