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Green Goblin

The Green Goblin is a fictional character in the Marvel Comics Universe, a supervillain considered one of Spider-Man’s greatest foes. Created by writer Stan Lee and artist Steve Ditko, he first appeared in Amazing Spider-Man #14 (July 1964).

The first, current and best-known Green Goblin is the alter ego of industrialist Norman Osborn. A serum that granted Osborn superhuman strength also drove him insane. Osborn dresses in a garish green and purple goblin costume and uses an arsenal of high-tech weapons, notably grenade-like “pumpkin bombs” and a flying “goblin glider” to terrorize New York City. Ironically, his troubled son Harry was a close friend of Peter Parker, who is secretly Spider-Man.

In a landmark 1973 storyline, the Green Goblin murdered Peter’s girlfriend, Gwen Stacy, and was apparently killed in the ensuing battle after his glider malfunctioned. Osborn was believed dead for several years – probably longer than any other major comic-book villain – during which several other characters assumed the title, most notably his son Harry, who died in the role. The Hobgoblin is another character who imitated the Green Goblin and used his equipment. Norman Osborn was revealed alive in the late 1990s and resumed his role as the Goblin. Recently, he was exposed, arrested, and convicted for his crimes.

The Green Goblin also appeared in several Spider-Man animated series throughout the years and, more notably, in the 2002 Spider-Man film, in which he was played by Willem Dafoe.

Green Goblin, Green Goblin
Artwork for the cover of Amazing Spider-Man vol. 1,
797 (March 2018 Marvel Comics)  Art by Alex Ross

Originally Posted by Bane of the Dicefreaks forums.

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Norman Osborn, 
Green Goblin
Medium Altered 
Human
Wounds38 WP Vitality 482 VP (25d8+350)
Initiative+20
Speed60 ft.
AC24 (+10 Dexterity, +2 natural, +2 speed) touch 22, flat footed 12
Base 
Attack/Grapple

+18/+33
AttackUnarmed strike +34 melee (1d8+19) or electric blast +35 ranged touch (8d6)
Full AttackUnarmed strike +34/+29/+24/+19 melee (1d8+19) or 4 electric blast +35 ranged touch (8d6)
Space/Reach5 ft./5 ft.
Special Attacksnone
Special Qualitiesdamage reduction 10/adamantine, damage reduction 5/-, fast healing 10, resistance to energy (cold, electricity, fire) 20, super speed, super strength
SavesFort +28, Ref +26, Will +14
AbilitiesStrength 34, Dexterity 30, Constitution 38, Intelligence 22, Wisdom 16, Charisma 18
SkillsBalance +37, Bluff +34, Climb +22, Computer Use +21, Craft (chemistry) +23, Craft(electrical) +21, Craft (mechanical) +23, Diplomacy +23, Intimiate +33, Jump +25, Knowledge (behavioral sciences) +21, Knowledge (business) +28, Knowledge(streetwise) +26, Knowledge (earth and life science) +23, Knowledge (physical sciences) +21, Knowledge (technology) +21, Repair +23, Search +21, Sense Motive+23, Spot +18, Swim +22, Tumble +27
FeatsBrawl, Builder, Combat Reflexes, Educated, Improved BrawlImproved InitiativePersuasivePower Attack
Epic FeatsDire Charge, Superior Initiative
Climate/TerrainNew York, New York
OrganizationSolitary (Unique) or Sinister Twelve (Group)
Challenge Rating25
AlignmentChaotic Evil

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, attack, initiative, and Reflex saves
  • +1 speed bonus to damage rolls
  • Osborne may make 2 additional swift actions 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, Goblin moves 300 ft.

Super Strength Level 3

The following benefits are provided form super strength level 3:

  • +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 themed equipment and weaponry. Osborne has trained extensively with his equipment and receives a +5 bonus to strike when using it.

Body Armor

Osborne’s goblin costume is a Kevlar composite treated to resist various forms of attack. It provides Obsorne with damage reduction 10/adamantine and resistance to energy (cold, fire, electricity) 20.

Gauntlet Blasters

The gloves of Osborne’s 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 Goblin 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 cause nausea in the target This time is halved with a success Fort save (DC 24 )
  • -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

Goblin Glider

Osborne rides on a high speed Glider shaped like a bat. The Glider has a movement rate of 300ft. Osborne has trained extensively in it’s use, he is treated as having Adroit Fly-by Attack while using it. Osborne uses his Balance skill for all piloting checks needed.

The Glider has a Armor Rating: 15, hardness 10, and 50 hit points.

Pumpkin Bombs

The most popular weapon within the Goblin’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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