JINX GOBLINS:
Gnomes, pixies, gremlins, elves, and leprechauns hate to be confused with Jinx goblins. Faeries become extremely angry when Jinx Goblins are portrayed as their companions. They are all spirits of the earth but they have no more than a slight family connection with Jinx goblins.
Like other earth spirits they have human form, but no human ever wore expressions of such malicious mischief and depraved cunning. . A Jinx Goblin smile curdles the blood; a Jinx Goblin laugh causes milk to sour and fruit to fall from the trees. Even a witch will not allow a Jinx Goblin at her fireside. She has no fear of it but it is always such a meddling nuisance.
Fortunately, a Jinx Goblin's capacity for mischief is limited. Unlike their distant cousins the gremlins, they cannot be bothered to learn about tools and machinery. Their only real abilities are luck spoiling and weaving nightmares to be inserted into the ears of a sleeper. They do like, however, to torment humans in such ways as tipping over pails of milk, hiding hen's eggs, blowing soot down chimneys, puffing out candles in haunted houses, and altering signposts.
Jinx Goblins have some facility with design, but it is limited to gargoyles and depictions of serpents, dragons, and basilisks. They can communicate with flies, wasps, mosquitoes, and hornets, and their favorite summer pastime is to direct these creatures towards warm-blooded creatures such as humans and horses and watch the results.
They pester horses in the stable or the field, and a sure sign of Jinx Goblin presence is the sound of a horse blowing or stamping in an effort to get rid of them, or rolling in the sand to scratch them off his back.
Jinx Goblins have no homes. They infest mossy clefts in rocks and the surface roots of ancient trees but they are too capricious to settle down for long. The squeals and titters of a Jinx Goblin gang as they plot some fresh mischief should serve as a warning to any human to keep well clear of them.
Jinx Goblins intermix with all regular goblins easily or they can roam in their own packs. They seem more interested in chaos and mayhem than hurting people although if they are aroused to violence, things can get deadly indeed. They are rarer than regular goblins and are seen in ratios of 1 per 50 regular goblins.
JINX GOBLIN (Unseelie Court): ECL: +0, CR: 1 ALIGN: Chaotic Evil.
As goblin but with these extra abilities.
Use these spell-like abilities x1 daily:
0 LEVEL: Ghost Sound, *Spoil, Open/Close, Prestidigitation.
1st LEVEL: *Ill Fortune, *Minor Nightmare.
2nd LEVEL: Summon Swarm.
*SPOIL: This spell causes foodstuffs and normal plants to spoil. the spell affects the plant withering and ruining 1 square foot of perishable food or plant matter per level of the caster. This spell does not affect magical or living foods and plant creatures (will affect an apple tree but not a shambling mound).
*ILL FORTUNE: WILL Save (10 + Caster Level + CHA) to resist the spell, upon a failure of the initial WILL Save, this spell causes the victim's luck to be affected for 1 round per level. During this time the Victim must make a REF save each round (DC 15) or he will fumble, drop, or trip over and item as directed by the caster. Once the victim has been affected once, the spell is broken and the duration ends. The effect of the Ill fortune includes, dropping one item held in the hand, tripping over an object and falling prone (fall in the square 5 feet ahead of the victim), or dropping some small object (6 inch by 6 inch maximum) and having it quietly falling upon the ground undetected by the possessor or friends (DC: 25 to hear item fall and land). Other affects caused by the surroundings of the character are resolved as logical but may make this spell even more dangerous (dropping a sword into lava, falling down steps, or losing a special key).
*MINOR NIGHTMARE: This is the Nightmare spell except for these changes: Range 5 feet, casting time, one round, does 1d3 points of damage and prevents spell regeneration for 12 hours, this spell does not require the caster to enter into a trance but instead makes them whisper into the opponent's ear for one round. Victim must be sleeping or hypnotized to be affected. The subject will not wake while the spell is cast and the whisper is counted as a Silent Spell.