Ghorig
| Statistic | Ghorig, 1st-Level Rogue |
|---|---|
| Size/Type | Small Humanoid (Goblinoid) |
| Hit Dice | 1d6 (3 hp) |
| Initiative | +2 |
| Speed | 30 ft., fly 40 ft. (poor) |
| Armor Class | 13 (+2 Dex, +1 leather armor), touch 12, flat-footed 11 |
| Base Attack/Grapple | +0/-4 |
| Attack | Dagger +1 melee (1d3/19–20) or dart +2 ranged (1d3) |
| Full Attack | Dagger +1 melee (1d3/19–20) or dart +2 ranged (1d3) |
| Space/Reach | 5 ft./5 ft. |
| Special Attacks | Sneak attack +1d6 |
| Special Qualities | Darkvision 60 ft., trapfinding |
| Saves | Fort +0, Ref +4, Will +1 |
| Abilities | Str 11, Dex 15, Con 10, Int 9, Wis 13, Cha 6 |
| Skills | Balance +6, Climb +2, Hide +11, Listen +8, Move Silently +11, Sleight of Hand +5, Spot +11 |
| Feats | Alertness, EnduranceB |
| Environment | Temperate plains |
| Organization | Solitary or gang (2–5) |
| Challenge Rating | 1 |
| Treasure | Standard |
| Alignment | Usually neutral evil |
| Advancement | By character class |
| Level Adjustment | +0 |
Description
This little humanoid has a warty green hide, bristly hair, and a flat, ugly face with a jutting jaw filled with small fangs. Its slender arms form bat-like wings of leathery flesh.
These beasts are winged goblin spies that were created by a cambion ogre magi of great power. They are somewhat shorter than normal goblins, with stiff hairs arranged in a bristle around the ears, and a warty, dark-green hide. Their wings are bat-like, with dark green flaps of skin stretched between the slender fingers.
Ghorig are awkward flyers overall, but capable of soaring and gliding for great distances. Being typically few in number, they are often held in reserve for special missions rather than fighting together as a horde. Their keen night sight makes them especially suited for scouting missions over enemy territory. On the ground, a ghorig can be equipped with a long knife, darts, and a leather vest, cap, and leggings.
Combat
In most respects ghorig are very similar to their goblin cousins. As the scouts of the goblin hordes, ghorig rarely stick around to fight unless the odds are heavily in their favor. They prefer to strike from ambush, and use their flying ability to stay out of harms way.
Skills: Ghorig gain a +4 racial bonus to Move Silently and Spot checks. They gain the Endurance feat as a bonus feat.
Challenge Rating: Ghorig with levels in NPC classes have a CR equal to their character level -1.
Ghorig as Characters
Ghorig characters possess the following racial traits.
- -2 Strength, +4 Dexterity, -2 Charisma.
- Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
- A ghorig's base land speed is 30 feet. It also has a fly speed of 40 feet (poor).
- Darkvision out to 60 feet.
- +4 racial bonus on Move Silently and Spot checks.
- Bonus feat: Endurance.
- Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
- Favored Class: Rogue.
- Level Adjustment: +0. The ghorig rogue presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 10, Int 9, Wis 12, Cha 8.
Also in this section of the source
Giant
All giants speak Giant. Those with Intelligence scores of 10 or higher also speak Common.
Combat
Giants relish melee combat. They favor massive two-handed weapons and wield them with impressive skill. They have enough cunning to soften up a foe with ranged attacks first, if they can. A giant’s favorite ranged weapon is a big rock.
Rock Throwing (Ex): Adult giants are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. The size of the range increment varies with the giant’s variety. A Huge giant can hurl rocks of 60 to 80 pounds (Medium objects). Rock Catching (Ex): A giant of at least Large size can catch Small, Medium, or Large rocks (or projectiles of similar shape).
Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the attack in order to make a rock catching attempt.