The Ninth Day
Every now and then I run across someone claiming to be an old-school gamer who grouses that gunpowder, firearms, et cetera, have never had a thing to do with Dungeons & Dragons. A brief study of the subject shows this isn’t true. The world of Greyhawk included the quasi-divine cowboy Murlynd, who appears in Dragon #71 from March 1983. Both the AD&D Dungeon Masters Guide and the 5E D&D Dungeon Master’s Guide include rules for firearms and explosive (pages 112-113 and pages 267-268, respectively). My copy of the first of those books dates from 1979. So, um, stuff like firearms and bombs have been part of the game since just about the beginning, if not earlier, and, with that in mind, we reach day nine.
On the ninth day of searching / My party came upon: / nine goblin bombers / eight mewling fluxcats, / seven rapid oozes / six vile ọgbanje, / five hungry things, / four burning swarms, / three hell birds, / two bloodmad zogs, / and a birchwrath in a fell wood.
Some goblins possess noteworthy intelligence and a penchant for alchemical experimentation. While most end up maimed or dead in some laboratory mishap, the most talented survive long enough to rise to positions of prominence among goblinoids. The goblin bomber appears much like a normal goblin, but tends to be taller, fitter, and noticeably more intelligent.
AD&D Version
Frequency: Very rare
No. Appearing: 1-3
Armor Class: 4
Move: 6″
Hit Dice: 2
% in Lair: 40%
Treasure Type: Individuals L, M; D, Q (x5), S in lair
No. of Attacks: 1
Damage/Attack: 2-8 or by weapon
Special Attacks: Bombs
Special Defenses: Nil
Magic Resistance: Standard
Intelligence: Exceptional
Alignment: Lawful evil
Size: S (4′ tall)
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/XP Value: III/65 + 2/hp
The goblin bomber dislikes full daylight, attacking at a -1 when in sunlight. It has normal infravision (60′ range). The goblin bomber, being smarter and more experienced, is a competent miner, able to note new or unusual construction 35% of the time. It speaks goblin, lawful evil, kobold, orcish, and hobgoblin.
If a goblin bomber has access to its laboratory and supplies, it can produce 1-3 bombs per day. When encountered, it has 1-3 days worth of production on hand to use in combat. A bomb is a grenade-like missile with a range of 6″. Beyond 2″ is medium range, and beyond 4″ is long range (-2 and -5 “to hit”, respectively). Due to its variable fuse length, a bomb explodes 1 to 3 segments after its lit and thrown. The bomb’s explosion affects a 1″ radius, causing 6-36 points of damage (save versus spells halves the damage as if it were a fireball).
It is up the DM to determine how easily others, such as player characters, can learn the goblin bomber’s art. It is recommended that the process be fraught with peril, time consuming, and expensive.
5E D&D Version
Small humanoid (goblinoid), neutral evil
Armor Class 15 (studded leather)
Hit Points 44 (8d6+8)
Speed 30 ft.
Ability Scores STR 10 (+0), DEX 16 (+3), CON 12 (+1), INT 15 (+2), WIS 10 (+0), CHA 12 (+1)
Saving Throws DEX +5, INT +4
Skills Stealth +7
Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin
Challenge 2 (450 XP)
Nimble Escape. The goblin bomber can take the Disengage or Hide action as a bonus action on each of its turns.
Actions
Multiattack. The goblin bomber makes two attacks with its scimitar.
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 6 (1d6+3) slashing damage.
Bomb (3/Day). The goblin bomber can throw a bomb up to 60 feet. Each creature within 10 feet of the point of impact must succeed on a DC 13 Dexterity saving throw, taking 14 (4d6) bludgeoning damage on a failed save, or half as much damage on a successful one. A bomb may be rigged with a longer fuse to explode after a set amount of time, usually 1 to 6 rounds. Roll initiative for the bomb. After the set number of rounds goes by, the bomb explodes on that initiative.
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