Name: Nergal
Size/Catagory: Towering Humanoid
Stats:

Mind: Untrained 20
Body: Novice 20,
Magic: Untrained 20,
Will: Skilled 11

Number of Attacks: 4
Damage/Attack: Will
Special Attacks: Will
Special Defenses: Dark Mass
Special Abilites: Sense Will
Magic Resistence: Mild Resistance


Climate/Terrain: While the creature itself can exist in virtually any climate, it seems to do best upon solid surfaces or in the air. It's movements often times being sluggish when submersed in liquids.
Frequency: Summoned
Organization: Tribal
Activity Cycle: Summoned
Intelligence: Clever
Language: Communicates Through Will
Alignment: Chaotic Evil
Description:
A manifestation of one's destructive impulses, Nergals are highly violent and no known way of appeasement exists. Rather they must fight until they are defeated, sated or the one who created it is able to force it back into submission through Will alone. Truly there exist no other creature with such a stormy temperament as this.

The physical characteristics themselves can be shaky at best. While it's form generally is that of a black winged creature in the shape of a man, that can change. When damage is done to it, there is the potential for it to be split into more than one half, or for its severed parts to attack all on their own. Thus dispatching such a creature can be a bit of a hardship in itself.


Combat:
A Nergal is a creature with vast amounts of intelligence. While they communicate vocally with only growling and sounds that are most profane, most unsettling, that is because their level of communication is so much beyond verbal discourse that they have no need for a language. Instead they communicate perfectly over the medium of Will Power alone. As such they make for the perfect scouts in battle, assuming that the rage of a Nergal can be controlled by the one who has unleashed it.

Furthermore, they have the skills of all those that the one who brought it forth have and perhaps so much more that the summoner has never even considered. Raw, and darkly pure instinct drives the creature to fight on, often times unleashing devastating blasts of raw Will, while having the presence of mind to shape that Will at other points in time into attacks that can be just as devastating, or even more so. Rarely do you see more than one of these creatures at a time, for only someone who knows how to control their own Will can control a Nergal let alone bring it out onto the battlefield.

Habitat/Society:
Goblins are tribal. Their leaders are generally the biggest, strongest and sometimes even the smartest around. They have almost no concept of privacy, living and sleeping in large common areas; only the leaders live separately. Goblins survive by raiding and stealing, sneaking into lairs, villages and even towns by night to take what they can. They are not above waylaying travelers on the road or in forest and stripping them of all possessions, up to and including the clothes on their backs. Goblins sometimes capture slaves to perform hard labor in the tribe's lair or camp.

These creatures live wherever they can, from dank caves to dismal ruins and their lairs are always smelly and filthy due to an utter lack of sanitation. Goblins often settle near civilized areas to raid for food, livestock, tools, weapons and supplies. Once a tribe as despoiled a locale, it simply packs up and moves on to the next conventient area. Hobgoblins and bugbears are sometimes found in the company of goblin tribes, usually as bullying leaders. Some goblin tribes form alliances with worgs, which carry them into combat.

Goblin bands and tribes have noncombatant young equal to the adults.

The chief goblin deity is Maglubiyet, who urges his worshipers to expand their numbers and overwhelm their competitors.

Ecology:
Goblins live only 50 years or so. They do not need to eat much but will kill just for the pleasure of it. They eat any creature from rats and snakes to humans. In lean times they will eat carrion. Goblins usually spoil their habitat, driving game from it and depleting the area of all resources. They are decent miners, able to note new or unusual construction in an underground 25% of the time, and any habitat will soon be expanded by a maze-like network of tunnels.
The Creature Collection