Back in the day, White Dwarf magazine was the British answer to the Dragon, and its regular “Fiend Factory” column was a source of many monsters for early D&D games. In fact, the first edition Fiend Folio (1981) was largely a collection of monsters submitted to WD. This 3e conversion is part of an ongoing project to resurrect some interesting WD monsters that, for one reason or another, fell by the wayside.
The shadow goblin was a submission of Barney Sloane and appeared in White Dwarf 26 (Aug/Sept 1981) as part of the article “Fiend Factory: Dire Tribes.” This monster proved so popular it was reprinted in the second volume of Best of White Dwarf. This conversion also draws on some supplemental information included in Phil Master’s article “Inhuman Gods, Deities for Non-Human Races: Part IV” from WD 42 (June 1983).
This small, furtive creature appears to be a kobold with jet black skin and an impish countenance.
Shadow goblin illustration copyright © 1981. Used without permission.
Shadow goblin warrior 1
Usually NE Small humanoid (reptilian)
Init +2; Senses darkvision 100 ft.; Listen +1, Spot +1
Languages Draconic, Undercommon
AC 15, touch 13, flat-footed 13
(+1 size, +2 Dex, +1 natural, +1 light shield)
hp 4 (1 HD)
Fort +2, Ref +2, Will -1; +2 bonus vs. illusions
Weakness light sensitivity
Spd 30 ft. (6 squares)
Melee scimitar +1 (1d4-1/18–20)
Ranged dart +4 (1d3-1)
Space 5 ft.; Reach 5 ft.
Base Atk +1; Grp -4
Abilities Str 9, Dex 15, Con 10, Int 12, Wis 9, Cha 10
SQ shadow goblin traits
Feats Alertness
Skills Hide +10, Listen +1, Profession (miner) +3, Search +5, Spot +1
Advancement by character class; Favored Class sorcerer
Light Sensitivity (Ex) Shadow goblins are dazzled in bright sunlight or within the radius of a daylight spell.
Shadow Goblin Traits (Ex) Shadow goblins possess the following racial traits.
Shadow goblins are rare, impish creatures. They are badly misnamed, as they are not actually goblins nor do they seem to have any connection with the Plane of Shadow. It has been suggested that they are the result of crosses between drow and kobolds, though this is only speculation.
The shadow goblin warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
A shadow goblin’s usual weapon is a scimitar, but they often make use of slings, darts, nets and daggers when necessary. Many use shields in open confrontation.
Shadow goblins make heavy use of illusion magic and carefully prepared ambushes and traps whenever they can. Shadow goblin leaders are often multiclassed with levels of rogue and sorcerer.
Characters with ranks in Knowledge (local) can learn more about shadow goblins. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.
| DC | Result |
|---|---|
| 11 | This creature is a shadow goblin, a small, impish humanoid. |
| 16 | Shadow goblins are adept at trap-making, ambushes, and illusion magic. |
Outside of their lair, most encounters with shadow goblins will be with patrols or raiding parties.
Patrol (EL 5–7): This group includes 4 to 13 1st-level shadow goblins plus 1 to 2 2nd-level sergeants and 1 lieutenant of 3rd level.
Most shadow goblins encountered outside their lairs are warriors. Shadow goblins have a very well developed affinity for illusion magic and make effective sorcerers.
The shadow goblins are also very accomplished miners, being especially adept at disguising their work as natural. They can disguise pits as sink-holes, make secret doors, and dig authentic looking chasms. A typical lair will contain many such items, secret and one-way doors, dead ends and mazes of tunnels interconnected by many of their own tiny passages.
Environment: Shadow goblins may be found in any underground area.
Typical Physical Characteristics: A typical shadow goblin is three-feet tall with small horns (the number of which varies between individuals), black skin, and a reptilian countenance.
Shadow goblins sometimes work with jermlaine to cause the maximum of confusion to any intruders by stealing, tripping, charming, misleading, breaking or wounding. With prisoners, they rarely kill; instead they usually strip, beat and eject them blind-folded out of the complex.
Shadow goblins have often been reported to use dire rats and monstrous spiders to increase the effectiveness of their attacks, and in these instances victims may be killed as food for their steeds/guardians.
A typical warband consists of 14–24 1st-level shadow goblins plus 6–10 sergeants of 2nd–3rd level and 1–3 lieutenants of 4th–5th level. A lair includes 25–100 1st-level shadow goblins plus 10% noncombatants plus 1 2nd-level sergeant per 5 adults, 2d4 3rd–level lieutenants, 2d4 4th-level commanders, and 1d6 captains of 5th–6th level.
There are reports of shadow goblin lairs with small shrines, and of these creatures bearing unholy symbols. The subjects of this respect appear to include Lolth and Kurtulmak.
Dead shadow goblin lords and other important personages are buried in secret and trapped catacombs near the lairs, with much treasure sacrificed to them.
Alignment: Shadow goblins are nasty, malicious creatures, usually of neutral evil alignment.
Shadow goblins have standard treasure for their Challenge Rating.
Shadow goblins possess the following racial traits.
A typical shadow goblin captain is detailed below. The captain presented here had the following ability scores before racial adjustments: Str 13, Dex 15, Con 12, Int 10, Wis 8, Cha 14.
Shadow goblin rogue 3/sorcerer 3
NE Small humanoid (reptilian)
Init +5; Senses darkvision 100 ft.; Listen +5, Spot +5
Languages Draconic, Undercommon
AC 20, touch 16, flat-footed 15; Dodge, Mobility
hp 20 (6 HD)
Fort +3, Ref +9, Will +4; evasion, +2 bonus vs. illusions
Weakness light sensitivity
Spd 30 ft.
Melee +1 scimitar +4 (1d4/18–20)
Ranged dart +9 (1d3-1)
Base Atk +3; Grp -2
Special Atk sneak attack +2d6
Combat Gear potion of jump
Spells Known (CL 3rd)
1st (6/day)color spray (DC 15), disguise self, silent image (DC 15)
0 (6/day)acid splash (+8 ranged touch), dancing lights, detect magic, ghost sound (DC 14), prestidigitation
Abilities Str 9, Dex 20, Con 10, Int 12, Wis 8, Cha 16
SQ shadow goblin traits, trapfinding, trap sense +1
Feats Eschew Materials, Dodge, Mobility
Skills Balance +12, Concentration +6, Escape Artist +10, Hide +17, Listen +5, Move Silently +11, Profession (miner) +6, Search +8, Spellcraft +4 (+6 to decipher scrolls), Spot +5, Tumble +10, Use Magic Device +7
Possessions combat gear, +1 scimitar, +1 light shield, bracers of armor +1, cloak of resistance +1, 5 darts, 74 gp