Monster: Goblin-Gourd

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A green-and-yellow gourd with a pair of large wing-like leafs, with a leering face cut out, with tongues of flame flickering from inside.

CR 1/2; XP 200
N Tiny Construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +0
Aura eerie glow (5 ft.)


AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 5 (1d10)
Fort +0, Ref +2, Will +0
Immune construct traits

Speed 20 ft.
Melee slam +3 (1d3 plus 1 fire)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks bouncing charge, volatile demise

Str 10, Dex 14, Con —, Int —, Wis 11, Cha 1
Base Atk +1; CMB +1; CMD 11 (can't be tripped)
Feats MobilityB
Skills Acrobatics +26 (jumping +22); Racial Modifiers +24 Acrobatics

Environment any
Organization solitary, pair, or a batch (3—20)
Treasure incidental

Bouncing Charge (Ex) Goblin-gourds move by leaping and bouncing, which allows them to charge through difficult terrain and over obstacles, if they manage to make requisite Acrobatics checks. Because of their restricted reach they always charge into the target's square, usually provoking attacks of opportunity.

Eerie Glow (Su) Goblin-gourd sheds dim light within 5 feet. Any creature within the are of the light suffers –2 penalty to saving throws against fear effects. This penalty does not stack with shaken condition.

Volatile Demise (Su) Goblin-gourds reduced to 0 hit points blow up after a short delay. At the beginning of their following turn, they explode dealing 1d6 points of fire damage to creatures in the same square as them. A successful Reflex saving throw (DC 10) halves the damage. The saving throw DC is Constitution-based. Effects that destroy objects such as disintegration prevent the explosion.

Goblin-gourds are primitive constructs recently invented by goblin alchemists and sorcerers as shock weapons. They are sent in wild waves against their enemies, spearheading ambushes and attacks, though their numbers are limited by amount of resources available to goblin tribe. Despite (or perhaps because of) its novelty, the design already spread from goblins to other alchemists and fire-magic artisans.

Big Goblin-Gourd (CR 1) has giant simple template, Small size, HD21 hp, Reflex +1, Attack slam +5 (1d4 plus 1d4 fire) and its explosion deals 2d6 points of fire damage within 5 feet burst (Reflex save DC 11).

A possibility of creating a noxious variant that deals acid damage with its slam and volatile demise is speculated to be an easy modification of the original design, as are thunderous (electricity) and freezing (cold) potential variants.

A goblin-gourd has to be made from a gourd that was fertilized with volatile alchemical compounds while growing and then infused with fire magic.

CL 5th; Price 500 gp
Requirements Craft Construct, jump, flaming sphere; Skill Craft (alchemy) DC 10; Cost 250 gp.

Big Goblin-Gourds have CL 7th, price of 2000 gp, cost 1000 gp, and also require knowledge of plant growth spell.

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