Space Goblin

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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 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