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Green Goblin II (Harold Osborn)

Green Goblin II
Harry Osborn as the new Green Goblin, battling Spider-Man on the cover of The Amazing Spider-Man #136 by John Romita, Sr.

Harold/Harry Osborn is a Marvel Comics character, both one-time friend and foe to Spider-Man. Created by writer Stan Lee and artist Steve Ditko, he first appeared in The Amazing Spider-Man #31 (December 1965).

Son of industrialist Norman Osborn, secretly the supervillain the Green Goblin, Harry became the unlikely friend and college roommate of the nerdy Peter Parker, secretly the superhero Spider-Man. Harry was a self-destructive young man, who used drugs to overcome an inferiority complex instilled by his father.

After witnessing his father’s apparent death in a battle with Spider-Man, Harry swore vengeance on the hero. After discovering that Peter and Spider-Man were one and the same, he became psychotic and took on the mantle of the Green Goblin.

Harry managed to return to sanity for a while, even marrying and taking over his father’s company. Before long, he was experimenting with Norman’s chemicals again and was soon menacing Peter as the Green Goblin once more. Harry, insane with power after ingesting a new version of his father’s superhuman strength formula, overcame Spider-Man and trapped the hero in a house rigged to explode. However, Harry’s old personality managed to break through, and he saved both Mary Jane and Spider-Man. However, the chemicals Harry had drank were toxic, and were slowly killing him.

After confessing to Spider-Man that Peter would always be his best friend, Harry Osborn died.

Originally Posted by Bane of the Dicefreaks forums.

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Harold Osborn,
Green Goblin II
Medium Altered
Human
Wounds54 WP Vitality 315 VP (16d8+224)
Initiative+18
Speed40 ft.
AC28 (+12 Dexterity, +4 natural, +2 speed) touch 24, flat footed 14
Base
Attack/Grapple
+12/+29
AttackUnarmed strike +29 melee (1d6+21) or gauntlet blast +29 ranged touch (8d6)
Full AttackUnarmed strike +29/+24/+19 melee (1d6+21) or 3 gauntlet blast +29 ranged touch (8d6)
Space/Reach5 ft./5 ft.
Special Attacksnone
Special Qualitiesdamage reduction 5/adamantine, resistance to energy (cold, electricity, fire) 10, super speed, super strength
SavesFort +24, Ref +24, Will +6
AbilitiesStrength 38, Dexterity 34, Constitution 38, Intelligence 21, Wisdom 12, Charisma 14
SkillsBalance +27, Bluff +12, Climb +19, Craft (chemical) +20, Craft (electronics) +15, Craft (mechanical) +15, Diplomacy +21, Escape Artist +22, Gather Information +17, Intimidate +14, Jump +19, Knowledge (business) +17, Knowledge (technology) +22, Repair +20, Search +15, Sense Motive +6, Spot +6, Tumble +17, Swim +19
FeatsBrawl, Dodge, Educated, Improved Grapple, Improved Initiative, Improved Toughness, Power Attack
Climate/TerrainNew York, New York
OrganizationSolitary (Unique)
Challenge Rating16
AlignmentLawful Good (Chaotic Evil while insane)

Superspeed level 2

Osborne does not have true superspeed, but his reflexes are enhanced to the point where he qualifies for Superspeed level 2.

The following benefits are provided from Superspeed Level 2:

  • +2 speed bonus to AC, initiative, and Reflex saves
  • +1 speed bonus to attack and damage rolls
  • Osborne may make 2 additional swift action in a round.
  • Osborne reduces the amount of time to complete an action by 1 step, allowing him to take full round actions as standard actions and so on.
  • When using the run action, Green Goblin II moves x5 his movement rate (200 feet)

Super Strength Level 3

Super Strength Level 3 provides the following benefits

  • +6 bonus on melee damage.
  • +3 bonus on grapple and bull rush attempts.
  • x8 lifting modifier

Possessions

Osborne uses a wide variety of Green Goblin II themed equipment and weaponry. Osborne has trained extensively with his equipment and receives a +3 bonus to strike when using it.

Body Armor

Osborne’s Green Goblin II costume is a Kevlar composite treated to resist various forms of attack. It provides Osborne with damage reduction 5/adamantine and resistance to energy (cold, fire, electricity) 10.

Gauntlet Blasters

The gloves of Osborne’s Green Goblin II costume can emit a high voltage electrical blast from the fingers. The blast is effective up to 300 ft and inflicts 8d6 electricity damage with a ranged touch attack.

Gas Grenades

The Green Goblin II carries an assortment of normally six different gas or smoke grenades shaped like ghosts. All gas grenades required a ranged touch attack.

  • Choking Gas: Causes the target to choke and gag as the gas makes it hard to breath. They lose all effective Dexterity bonus and are considered flat-footed for 2d6 rounds. This time is halved with a success Fort save (DC 22)
  • Neuro-Toxin: Inflicts 2d6 Constitution damage to target. Half with a successful Fort save (DC 18)
  • Smoke: Functions as a standard smoke grenade
  • Spider-Sense Negation Gas: Negates precognitive danger sense for 1d6 hours unless a Fort save (DC 28) is made. Spider-Man takes a -10 penalty on this save as the gas is based on his physiology

Green Goblin II Glider

Harry rides on a high speed Glider shaped like a bat. The Glider can has a movement rate of 400ft. Harry has trained extensively in it’s use, he is treated as having Fly-by Attack while using it. Harry uses his Balance skill for all piloting checks needed.

The Glider has a Armor Rating: 20 hardness 12, and 75 hit points.

Pumpkin Bombs

The most popular weapon within the Green Goblin II’s arsenal are his deadly pumpkin bombs. Osborne commonly uses two variety, standard and high-yield. He normally carries 15 standard and 5 high-yield. Pumpkin bombs require a ranged touch attack to strike.

The standard pumpkin bomb inflicts 10d6 damage, which is half piecing and half fire with a 5 ft. blast radius. The high-yield bomb inflicts 15d6 damage (1/2 piecing and ½
fire) with a 20 ft. blast radius.

Razor Bats

Osborne normally carries two dozen razor bats within his pouch. The bats are treated as adamantine for the purpose of bypassing damage reduction and inflict 2d6 slashing damage. The bats will swarm targets they are hurled at, repeatedly striking their victims. Unless the victim breaks free with an Escape Artist check (DC = 10 + attack roll), they continue to take 2d6 damage each round per bat as the bats strike them over and over. Two bats can be thrown with a single attack roll.

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