Kryx RPGThemesMonsters

Goblin

The convoluted histories other people cling to don’t interest goblins. These small folk live in the moment, and they prefer tall tales over factual records. The wars of a few decades ago might as well be from the ancient past. Misunderstood by other people, goblins are happy how they are. Goblin virtues are about being present, creative, and honest. They strive to lead fulfilled lives, rather than worrying about how their journeys will end. To tell stories, not nitpick the facts. To be small, but dream big.

Goblins have a reputation as simple creatures who love songs, fire, and eating disgusting things and who hate reading, dogs, and horses—and there are a great many for whom this description fits perfectly. However, great changes have come to goblinkind, and more and more goblins resist conformity to these stereotypes. Even among goblins that are more worldly, many still exemplify their old ways in some small manner, just to a more sensible degree. Some goblins remain deeply fascinated with fire or fearlessly devour a meal that might turn others’ stomachs. Others are endless tinkerers and view their companions’ trash as the components of gadgets yet to be made.

Favorite Weapons

Goblins favor the dogslicer (scimitar) and the horsechopper (halberd).

Cultural Traits

Languages. You can speak Goblin and Common. If you’re intelligent enough you know how to read, and write Goblin as well.

Traits

Your goblin character has the following traits.

Health. Your health increases by 6.

Age. Goblins reach adulthood at 12 years, old age at 32 years.

Size. Goblins average about 90 centimeters tall and weigh about 18 kilograms. Your size is Small.

Speed. Your base walking speed is 9 meters.

Darkvision. You can see in dim light within 18 meters of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Hard Head, Big Teeth. Goblins are known for their balloon-like heads and enormous maws which are filled with razor-sharp teeth. Your teeth are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Strength or Dexterity, instead of the bludgeoning damage normal for an unarmed strike.

At 9th level, your teeth become more deadly; the damage increases to 1d6 + your Strength or Dexterity.

Nimble Escape. Goblins know to run when things get heated. As a reaction, which you take when you are the target of an opportunity attack, you can impose disadvantage on that attack.

Nimbleness. You can move through the space of any creature that is of a size larger than yours and you have advantage on ability checks to avoid or escape a grapple.

Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you or when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.