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Hellfire Golbin
Small Outsider (Evil, Extraplanar, Fire, Lawful)
HD:2d8+4(13hp)
Initiative:+1
Speed: 40ft, Fly 20ft(poor, su), Climb 30ft
AC:16(+1dex,+1size,+4 natural)
Attacks: Bite+2 melee, claw+0 melee
Damage: Bite 1d6-1 plus firey burn, claw 1d4-1
Face/Reach:5ft/5ft
Special Attacks: Breath Weapon, Firey Burn
Special Qualities: DR5/Silver, Cold resistance 5, SR7, fire subtype, darkvision 60ft, outsider traits
Saves:Fort+5,Ref+4,Will+4
Abilities:Str9,Dex13,Con15,Int4,Wis12,Cha4
Skills:Spot+4, Listen+3, Search+0,Hide+7,Move Silently+6, Knowledge(religion)+1, Intimidate+2, Bluff-2
Feats: Multi-Attack
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Climate/Terrain: The nine hells of baator
Organization: Solitary, Pair, Cluster(3-5), Kindle(2-4 plus one fiendish fire elemental), Inquisition(2-4 plus 1 imp and 2-4 lemures) or swarm (7-12)
CR:1
Alignment: Always Lawful Evil
Treasure: Standard (no flammable items)
Advancement: 3hd(small), 4-6hd(medium)

Before you stands a beast of black and red skin resembling crumbling layers of ash atop a lava river. It bears four short but sinewous legs, a drooping tail, two clawed arms, and an elongated horn-crested head. The eyes glow orange and the mouth drips flame and darkness.

It is unknown how hellfire goblins aquired the latter part of their name, although some believe the creatures themselves chose the title. Regardless of name, hellfire goblins are a force to be reckoned with. Although most adventurers can deal with them easily, they usually attack peasants, stealing goods and weapons, then attack churches. Although not very intelligent they do have a kind of feral cunning about them.

Combat: Hellfire goblins flee when reduced to less than a third of their maximum hp or when encountering holy water.

Breath Weapon(su): 20ft Line of hellfire. 1d6 fire damage, 1d6 unholy damage (double against good, half on evil), 1d4 lawful damage (half against lawful, double against chaotic). Reflex save dc Lawful creatures negate lawful damage on a successful save(dc:13) and evil creatures negate the evil damage on a successful save. After using this ability it loses its breath weapon and firey burn for 1d6+1 rounds.

Firey Burn(su): A bite from a hellfire goblin deals an extra 1 fire and 1 unholy damage.

Holy Water Vulnerability(su): When hit by a flask of holy water a hellfire goblin loses firey burn and breath weapon for 1d4 rounds and is nauseated for one round. Splash damage causes it to be shaken for one round.

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