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Goblins come in many forms in European myths. The Tolkien-esque goblins of D&D are one way of looking at them, but I'm fascinated by some of the others. This one is Balkan, you get tales along these lines in Greece, Serbia, Bulgaria, really all round that region of Europe. And like all such old legends there are many versions, told by many people, over many, many years. And for your own entertainment I suggest these tales are well worth looking out for. This is one take, and I think its quite a fun one and I hope you enjoy it.

You might want to make these a regional variant of goblins in your campaign, something thats a specific issue in a particular nation, and a party passing through might have to go and rescue hostages or just stop them tunneling under a village. This is another one where, I think, the gaming potential is obvious.

Kallikantzaros

by Cab Davidson

Stat Kallikantzaros
AC: 6
HD: 1-1
Movement Rate: 120’ (40’)
Attacks: 1 weapon
Damage: By Weapon
Number Appearing: 2d6 (15d6)
Save As: Normal Man
Morale: 9
Treasure Type: (R) C
Intelligence: 10
Alignment: Chaotic
XP Value: 5

What exactly the kallikantzaros are is subject to much debate among scholars, but the majority view them as a kind of goblin, although one that is very different in lifestyle and form.

They appear as small, 3’-4’ tall, coal black to charcoal grey humanoids with smaller ears and eyes than those of goblins and small mouths, tight nostrils and thin but clearly muscular arms and legs. Those who have approached through the noxious, rotting smell of their breath and filthy bodies to look them in the eye have observed that their small eyes have a wicked red glint.

They are not predatory in the sense that goblins are, but they are maniacal burrowers and tunnelers (having infravision to a distance of 80’ enabling this), rivalling even the dwarves in the quality and rate of build they are capable of. But this is never designed to create comfortable places to live or to extract precious ores from the earth. This is their primary means of creating chaos and death, of gleaning treasures from terrible destruction.

For reasons best known to themselves the kallikantzaros prefer to attack at or around midwinter and midsummer, at a time when the daily cycle of the sun seems to be slowed down, and the day length is near constant. Indeed they shun sunlight at all other times of year other than within a week either side of the solstices, and when exposed to sunlight at any other time they suffer a -1 penalty to attack and damage rolls. But around such times, which are also typically important religious festivals among humans and demi humans, they execute their wicked plans of collapsing tunnels they have dug under the settlements of good folk. This may be a small village, the area of a few city streets or a high value target such as a palace. This attack will be meticulously well planned and timed to cause the most harm, and surviving victims will be butchered or taken hostage for ransom. The kallikantzaros then retreat with as much as they can carry, collapsing their escape tunnels behind them.

Tribal structure among the kallikantzaros is hard to discern, but for every 10 there is a creature with 2hd inflicting +1 damage, and for every 30 there is a creature who is larger again, with 4hd inflicting +2 damage. However rather than being identifiable leaders these creatures seem to be used for heavier work.