Ork, Night Goblin Fanatics
| Climate / Terrain: |
Any / Acheron |
| Frequency: |
Very Rare |
| Organization: |
Solitary / Waaagh! |
| Activity Cycle: |
Any |
| Diet: |
Mushrooms and Fungi |
| Intelligence: |
N/A |
| Treasure: |
Incedental |
| Alignment: |
N/A |
| Number Appearing: |
1d3 |
| Armor Class: |
5 |
| Move: |
6d6"" |
| Hit Dice: |
1 |
| ThAC0: |
Special |
| Number of Attacks: |
2d4 |
| Damage per Attack: |
1d8+7 |
| Special Attacks: |
See Below |
| Special Defenses: |
See Below |
| Magic Resistance: |
10% |
| Size: |
s (3' Tall) |
| Morale: |
Special |
| XP Value: |
|
Night goblin fanatics, called ball & chain fanatics by most, are the most dangerous, psychotic and, above all, insane of the night goblins. They subsist entirely on mushrooms and fungi - most poisonous or toxic. They are kept in a seperate, secure section of the village. They are released only in times of war, and then somewhat reluctantly.
Combat
Ball and chain fanatics attack with a large iron ball attached to 5 feet of chain. The ball is far too heavy for a typical goblin to lift, but in their psychotic frenzy they manage. Fanatics remian hidden in the mass of goblins untill released. Until then, they are effectively hidden.
Fanatics move 6d6" every round. The first round after release they move towards the nearest enemy, after that, they move randomly. Roll 1d8 for direction with 1 being north. They make 2d4 attacks per round, attacking anything and anyone they pass. They attack as 5 hit dice creatures and ignore non-magical armor. Anyone attacked by a fanatic only uses their dexterity and any magical bonuses for their armor. Normal armor is treated as AC 10 due to the extreme weight and speed of the ball and chain.
Anyone foolish enough to attack a fanatic in hand to hand combat is attacked 1d4 times. This does not count towards the fanatic's attacks for he round. This is do to being so close to the maniac. Missile combat is not affected.
They have an AC of 5 do to their erratic behavior and movement.
All fanatics are comletely immune to poison and mind affecting spells. This is do to their diet of toxic mushrooms and fungi.
All fanatics are comletely insane. There is no reasoning with them, and any encounter WILL lead to combat. There is no exception.
Habitat / Society
All fanatics are kept seperate from the rest of their tribes. This is for the safety of their community. When trouble threatens, the elders discuss the matter, and if the threat is serious enough, they release the fanatics. They are mobbed by the rest of the tribe and held tightly until the time is right, they release them. They are kept unarmed until that time. The only ones who have any control over them are the Night Goblin shamans. All others are attacked.
As a society of maniacs fanatics have no culture. They are lunatics, true, but useful luatics.
Ecology
Fanatics add nothing to the local environment. They live on mushrooms and fungi, most often in their own little worlds.
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