Monster Monday: Deepdown Goblin

Deepdown Goblin               CR 10
XP 9,600
CE Huge goblinoid
Init +4; Senses Darkvision 120 ft; scent; Perception +20
AC 20, touch 8, flat-footed 20 (+12 natural, -2 size)
hp 200 (16d8+128)
Fort +18, Ref +5, Will +5
Speed 60 ft.
Melee 2 claws +20 (2d8+8 plus grab), bite +15 (2d6+8 plus Chomp)
Str 26, Dex 10, Con 24, Int 8, Wis 9, Cha 8
Base Atk +12; CMB +22 (+24 on grapple), CMD 32
Feats Improved Initiative, Toughness, Power Attack, Improved Bull Rush, Awesome Blow, Improved Grapple
Skills Acrobatics +11, Climb +24, Perception +20, Stealth +11,
Languages a few words in Goblin
Special Abilities
Chomp: When a deepdown goblin’s bite hits a creature it has grappled, the deepdown goblin can attempt to crack bones. When struck, enemies must make a Fortitude save (DC 24, strength-based) or take an additional 2d6+8 damage. The cracking sound delights the deepdown goblin, who gets a +2 morale bonus on attacks, saves, and skill checks for 1d4 rounds.
Light Blindness: Deepdown goblins are blinded in direct sunlight or in the area of daylight spell.
Environment underground
Organization Solitary
Treasure standard
Dwelling in the most horrible of deep, dark holes, the deepdown goblin is little more than a legend to their smaller surface relatives. It is a creature dreamed of in goblin nightmares, for it feeds delightedly upon them as on everything else. The mad creatures have no name for themselves, and most of their noises consist of smacking and crunching. They are freakish and pale in appearance, having no love for the sun, and continuously eat to keep their crazy bulk. They wade into combat with little care for injuries, hoping only to mash and eat before rolling off back to the thick darkness below the earth.
A brute of a monster that is there to terrorize the players, as the goblins fear this beast more than any surface dweller. Let them hear the stupid goblin legends and then find some other monster and laugh, thinking it’s merely goblin exaggeration. Then hit them with the horrible truth.
Think ye that the CR is appropriate?

2 responses to “Monster Monday: Deepdown Goblin

  1. I know next to nothing about monster CR but I do wonder if his AC is a bit low. stupid ass will o wisp has something like a 25 AC and is CR 6? I realize this thing has stupid HP as a way to compensate but I do wonder if player damage potential would kill this thing in 2-3 turns – if they really wanted to unload on it. Course this things full attack would shit on a PC.

    • You’re right about the HP/AC balance, at least as intended. It’s hard to imagine even a 10th-level party doing 200 damage in 2 rounds but i guess it’s possible.
      I might need to tone down the full a attack a bit, but at least it helps balance the monster with some offensive power.
      The Will-o-the wisp is a bit crazy. It’s meant to be nearly impossible to damage and doesn’t really make sense with other cr 6 monsters. You need some specialized magic to take it down. The Deepdown Goblin, on the other hand, is more about a scary offense backed up by tons of HP.

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