Goblits are actually the decendant of gargoyles who served a group of wizards durring the Age of Warring Wizards. They are no longer grouped under demons however, as they are far distanced from their ansestors. They were bred along the lines of two distinct classes: the quicker, smaller Green Goblits; and the larger more intelligent Blue Goblits. Both types are named by the hue of their skin, which can often be strikingly saturated with color.
Being originally bred to function in large groups, Goblits, unlike the sub human races they resemble are organized and not easily scattered. They also possess a more advanced social structure than most monster races. Bands or packs contain 6d8 greens and 2d6 blues. The later always take the leadership rolls, organizing structure and herarchy of the pack. Females are highly prized because of their scarcity, only one out of 5 live born goblits are female, due to a genetic defect that causes the abortion of most females and many males. Modern scholars believe this defect was intended, so that other wizards would not be able to breed large armies; none of the original wizards (who were followers of the creator) had any problems breeding huge numbers at enormous speeds.
Many of the goblits still living are located in the wilds along the great forests and the gray peninsula; either lost accidentally from their masters or freed by their masters death. Goblits in general have not been used as minions for many hundreds of years and this new wilder race coverts it’s freedom highly though most have no knowledge of the abuse they once suffered.
Goblits have a strong sense of loyalty and will never leave a living companion behind. Though they are poor crafts men when motivated they can be made to build about anything. They are highly proficient in the use of arms, and many are ambidextrous. Because their wizard masters often used them as living stores of PPE they are born wizards themselves and though most do not know magic all who are fortunate enough to get an additional bonus of 4d6 to PPE. They are relatively simple to turn into stone, and there is a 3rd level wizard spell that uses their own PPE to do it. Thus they can be stored by wizards and revived to life (using the same spell) when ever needed. Consequently they are often found in abandoned wizard dwellings, locked in a basement.
Alignments: Any, but tends towards selfish or scrupulous.
Attributes: Green- IQ 2d6, ME 2d6, MA 2d6+1, PS 2d6, PP 4d6+2, PE 3d6, PB 1d6+2, Spd 4d6
Blue- IQ 3d6, ME 3d6, MA 2d6+3, PS 3d6, PP 3d6+2, PE 3d6, PB 1d6+3, Spd 3d6
Hit Points: Standard, AR: None
SDC: 2D4 HF: None
PPE: 4D6
OCCs Available: Most are soldiers or vaga-bonds, but can be taught just about anything.
Natural Abilities: Dig (like that of goblins) 50%, Good Night vision
Attacks per Melee: Two
Damage: Short claws do 1d4
Bonuses: +2 to Strike, Parry and Dodge
Magic: Only by OCC
Psionics: None
Life Span: 30 for greens, 40 for blues
Value: None, except maybe a small price when sold as a slave.
Habitat: Forests, Hills and Ruins
Language: Gobblely
Enemies: Larger, more fierce sub humans.
Allies: None in particular. Do not associate with other monster races much.
Physical Appearance: Varies hugely. Because of many different genetic factors, color of skin, shape of head, the growth of wings or horns, are often quite random. They do however tend to be hairless and sleek.
Size: 2.5 to 4 feet for greens 3.5 to 5 for blues.
Weight: Around 70 to 100 pounds
Notes: See back of sheet for appearance roll tables.