Toglins

Tall, grey, muscular creatures, the Toglins are the pride of the goblinoid race. They are said to be an evolutionary offshoot of goblins, somehow cut off from the rest of civilization a long time ago, and have only recently been reunited into the world. They are identified by their curved ears, bared teeth and black eyes.

Toglin society is filled with pride and, to contrast, insults. Toglins are infamous for their sharp tongues and ability to find particularly sensitive topics to certain creatures. While it may seem strange, it is actually considered good manners in Toglin society to be harsh, to do anything else is considered to be phony and disrespectful. Toglins engage in sparring matches, both verbal and physical, to determine dominance in almost any situation. To the Toglins, quickness of whit and bodily strength are the two most important qualities to have. Toglins also value honesty, they say exactly what they think without hesitation.

The Toglins are particularly interested in the rest of the goblin race. In their point of view, the goblin race has been abused by the other civilized creatures, and they believe that it is their purpose to lead them to glory. As such, they tend to have a bias against most humanoid races, treating them as, at best, lazy, and at worst outright abusive and evil. As such, they are particularly harsh with their insults when dealing with humanoids. The Toglins are also known to have a hard time speaking common, or other non-goblinoid languages, hissing at points and pausing periodically.

Toglins have an inborn amount of magic, exactly where it came from is unknown. Some say that wherever the Toglins came from was above a potent source of magic that slowly influenced their evolution. Arcane magic is seen as an impressive feat, and Toglin wizards are highly praised. Toglin monks are also respected, and being a warrior is seen as a worthy profession. Toglin weapons are traditionally covered in silver, though this serves more of a ceremonial purpose than practical.

Medium Goblinoid
Hit Dice: 12d8+24 (109)
Initiative: +3
Speed: 30 ft
Armor Class: 21 (+3 dex, +8 natural)
Base Attack/Grapple: +8/+14
Attack: Slam +14
Damage: Slam (1d6+6+5d6 electric)
Space/Reach: 5ft/5ft
Special Attacks: Lightning Touch, Touch of Stone, Spell-Like Abilities
Special Qualities: Darkvision 240 ft, Proficiency With All Weapons, Scent
Saves: Fort +16, Ref +17, Will +16
Abilities: Str 22, Con 15, Dex 17, Int 15, Wis 17, Cha 17
Skills: Intimidate +18, Sense Motive +18, Jump +21, Climb + 21, Spot + 20, Listen +20
Feats: Lightning Reflexes, Iron Will, Great Fortitude, Alertness, Power Attack
Environment: Any
Organization: Solitary, Gang (2-6), Band (1-10 with 3-25 other goblinoids)
Challenge Rating: 7
Treasure: Standard
Alignment: Any lawful
Advancement: By Character Class
Level Adjustment: -

Lightning Touch: Toglins have lightning traveling through their bodies, and with a thought they can launch it by touching another creature. This adds 5d6 lightning damage to any slam attack or touch (already calculated into the slam damage.)

Touch of Stone: Three times per a day a Toglin can deliver a touch attack (without the lightning touch quality) that can turn a touched creature to stone, as the Flesh to Stone spell. (DC 25 to resist.)

Spell-Like Abilities: 3/day Dimension Door, cast as an 18th level caster.

Proficiency With All Weapons: Toglins have an instinctual knowledge of how to use all weapons, and are considered proficient with them all.

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