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Maglubiyet (mah-GLOO-bee-yett), known as The Mighty One or The High Chieftain is the chief deity of goblins and hobgoblins. He is a god of war and leadership who rules over the goblin pantheon with an iron fist. As a god of war and a great general he is also known as The Battle Lord.

Maglubiyet appears as a 11 feet (3.4m) tall, black-skinned goblin with flaming eyes, powerfully-muscled arms and sharp talons. He wields a mighty coal-black battleaxe that constantly drips blood.

Maglubiyet’s divine realm is Clangor, located on the plane of Acheron. His capital is a fortress city called Grashmog, which translated from the goblin tongue means the “Heart of Battle.” The mightiest goblin city in Clangor is Shetring, a fortification with five bridges spanning the River Lorfang. Maglubiyet lives at the bottom of a waterfall of the river in a cavern of magnificently carved steel dripping with moisture.

From his throne of flaming iron, Maglubiyet commands the souls of goblins, hobgoblins, and worgs to wage eternal war against the orcish petitioners of Gruumsh. He also employs baatezu, barghests, and yugoloths as mercenaries and commanders to bolster his armies.

The priests and shamans of Maglubiyet are his mouthpieces on the Material Plane. They fulfill his demands for blood sacrifices by dispatching victims with an axe. They believe that these sacrifices strengthen Maglubiyet. His clergy is almost always drawn from the goblin and hobgoblin races. The tasloi also worship an aspect of Maglubiyet.

Maglubiyet communes with his priests through omens. Blood flowing from the edge of an axe, abnormal behavior in worgs and wolves, and speaking directly through shamans in a trance are all ways he makes his will known.

Maglubiyet’s holy day is the new moon and his holy weapon is the battleaxe. His goblin worshipers are sometimes referred to as the “sons of Maglubiyet.”

Maglubiyet is an unpopular deity with many gods, including those of the elves, dwarves, orcs, and others.

In times past, Maglubiyet had two sons who served as his lieutenants. However, in true goblin fashion, he decided that they were a threat. To get rid of them he sent them on suicide missions against the orcs and dwarves until they were slain.

Maglubiyet revels in conflict and destruction and constantly pushes his followers to wage war, particularly against dwarves and gnomes. He encourages goblins to increase their numbers in order to overrun their enemies. As a paranoid god he is prone to destroy lesser goblin deities when he suspects treachery or he thinks they are becoming too powerful.

Maglubiyet Domains: Chaos, Destruction, Evil, Trickery

Chaos Domain
Granted Power: You cast chaos spells at +1 caster level.

Chaos Domain Spells
1. Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2. Shatter: Sonic vibration damages objects or crystalline creatures.
3. Magic Circle against Law: As protection spells, but 10-ft. radius and 10 min./level.
4. Chaos Hammer: Damages and staggers lawful creatures.
5. Dispel Law: +4 bonus against attacks by lawful creatures.
6. Animate Objects: Objects attack your foes.
7. Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.
8. Cloak of Chaos (F): +4 to AC, +4 resistance, SR 25 against lawful spells.
9. Summon Monster IX: Calls extraplanar creature to fight for you. (Cast as a chaos spell only.)

Destruction Domain
Granted Power: You gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your cleric level (if you hit). You must declare the smite before making the attack. This ability is usable once per day.

Destruction Domain Spells
1. Inflict Light Wounds: Touch attack, 1d8 damage +1/level (max +5).
2. Shatter: Sonic vibration damages objects or crystalline creatures.
3. Contagion: Infects subject with chosen disease.
4. Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
5. Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to any creatures.
6. Harm: Deals 10 points/level damage to target.
7. Disintegrate: Makes one creature or object vanish.
8. Earthquake: Intense tremor shakes 80-ft.-radius.
9. Implosion: Kills one creature/round.

Evil Domain
Granted Power: You cast evil spells at +1 caster level.

Evil Domain Spells
1. Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2. Desecrate (M): Fills area with negative energy, making undead stronger.
3. Magic Circle against Good: As protection from good, but 10-ft. radius and 10 min./level.
4. Unholy Blight: Damages and sickens good creatures.
5. Dispel Good: +4 bonus against attacks by good creatures.
6. Create Undead (M): Create ghouls, ghasts, mummies, or mohrgs.
7. Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
8. Unholy Aura (F): +4 to AC, +4 resistance, SR 25 against good spells.
9. Summon Monster IX: Calls extraplanar creature to fight for you. (Cast as an evil spell only.)

Trickery Domain
Granted Power: Add Bluff, Disguise, and Hide to your list of cleric class skills.

Trickery Domain Spells
1. Disguise Self: Disguise own appearance.
2. Invisibility: Subject invisible 1 min./level or until it attacks.
3. Nondetection (M): Hides subject from divination, scrying.
4. Confusion: Subjects behave oddly for 1 round/level.
5. False Vision (M): Fools scrying with an illusion.
6. Mislead: Turns you invisible and creates illusory double.
7. Screen: Illusion hides area from vision, scrying.
8. Polymorph Any Object: Changes any subject into anything else.
9. Time Stop: You act freely for 1d4+1 rounds.


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