Skin most often hued with a greenish, blueish or reddish tint, but other colors have been spotted on Goblins on occasion.
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Excellent night vision.
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Weakness to sunlight. Direct exposure will weaken a Goblin, and in general Goblins prefer to be out at night or underground. Fire does not have the same effect.
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Spikes on their elbows and shoulders.
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Sharp claws in place of fingernails and toenails.
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A need to feed on human energy. The Goblin accomplishes this by immobilizing them with a weapon or their elemental magic and then draining their life force with a spell. The spell takes a lot of concentration and can be easily interrupted, however. If they do not feed for an extended period of time, they will start to lose their self-control until they do.
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An affinity for magic. Goblins will find that they can use elemental magic (creating fireballs, gusts of wind, etc) with ease, although fancier maneuvers would need quite a bit of practice. They also have a spell that can drain energy from humans.
OPTIONAL CHANGES
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Mottled skin color patterns that include gradients, two-tone mixes, spackled flecks or all of the above.
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A shorter stature. Goblins tend to be smaller than other creatures.
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Wing-like protrusions on the back that are too small to fly with but can be used to maneuver when flying with wind magic.
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Spikes or jutting bone on any other part of the body, which can include replacement of existing hair.
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The ability to take shadow form and travel silently and through small crevices. Goblins in this form can't be injured, but using this skill takes a lot of energy.
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Alteration of facial features, from Elfin to Orcish - such as higher, sharp cheekbones or a more angular jaw.
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A fog form. This is an exaggerated version of their monster form that appears only during the fog and is a chance to make your monster more "horrifying" during the fog.
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Elemental form: the Goblin may take the form of any of the elements in the Goblin's magic roster. This way, the character will either be able to blend into their surroundings, or move faster, depending on the form they choose. They may choose a different element every time they activate this power. However, they will not have access to any of their other powers while in this form.
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The ability to enchant objects with elemental properties. For example, making something warm to the touch. Doing this requires some of the spellcaster's blood to activate the spell, and they will have to keep supplying blood to keep it going over time.
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The ability to use dark magic to cause nightmares and, at more advanced levels, waking hallucinations in humans. The nightmares are just for fun, but the waking hallucinations are a good way to paralyze their victim with fear so they can be more easily drained.
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A love for luxury. Goblins may enjoy the finer things in life, and are deeply appreciative of high quality items.
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A self-indulgent nature. Goblins will usually put their own comfort first, even if that means deceit, impersonation, or just borrowing someone else's fancy car.
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Any psychological changes are welcome! Feel free to pull from real world myths, canon creatures of this variety, or any other source!
TENTATIVE TRANSFORMATION PLANS... (PLANSFORMATION)
YELLOW: 3rd changes (OCT 2023). GRAY: later changes/unsure.
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greenish, blueish orreddishtint, but other colors have been spotted on Goblins on occasion.