Kryx RPGThemesCreatures

Goblin King/Queen

Small humanoid (goblinoid)
Challenge
5

STR
3
DEX
2
CON
2
INT
1
WIS
−1
CHA
2

82
15d6+30
17
Fort
+3
Ref
+3
Will
+2
Defense note chain hauberk
Condition immunities frightened

Speed 5 m.
Skills Acrobatics +3 (14), Athletics +6 (17), Brawn +6 (17), Coercion +5 (16), Insight −1 (10), Perception −1 (10), Persuasion +5 (16), Stealth +5 (16)
Senses darkvision 10 m.
Languages Common, Goblin

Maneuvers. The goblin king/queen uses maneuvers (maneuver save Difficulty 14). It has 14 stamina dice which are d8s, a dice limit of 2, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: block blow, covering strike, goading strike, grapple, nimble, sacrifice, scurry, shield bash, spring attack, uncanny dodge, unwavering mark

2 stamina dice: disarm, vengeance

Nimble Escape. Once on its turn, the goblin can use the Disengage action or Stealth without using an action.

Actions (3)

Battleaxe. Melee Weapon Attack: +6 to hit, reach 1 m. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

Hatchet. Melee or Ranged Weapon Attack: +6 to hit, reach 1 m. or range 3/10 m. Hit: 6 (1d6 + 3) slashing damage.

Reactions

Redirect Attack. When a creature the goblin can see targets it with an attack, the goblin chooses another goblin within 1 meter of it. The two goblins swap places, and the chosen goblin becomes the target instead.

Legendary Actions (2)

Only one legendary option can be used at a time and only at the end of another creature’s turn. The goblin king/queen regains spent legendary actions at the start of its turn.

Attack. The goblin attacks once with its battleaxe or hatchet.

Command. The goblin commands a goblin ally that it can see within 5 meters to use its reaction to make one attack or move up to half its speed without provoking opportunity attacks.

Move. The goblin moves up to its speed.

Forest, Grassland, Hill, Underdarkhomebrew

Maneuvers

As a reaction, which you use when you or a creature that you can see within 1 meter of you is hit by an attack that you can see, you can block the blow with your shield or weapon. Roll a d3 and add the result to your Defense or an adjacent ally’s Defense against the triggering attack. You can do so after the roll but before any effects of the roll occur.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can expend 2 additional stamina dice to roll 2d3.

  • You can expend 4 additional stamina dice to roll 3d3.

1 minute/stamina die

As an action, you can make a weapon attack in an attempt to force the creature on the defensive, buying your allies critical seconds. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Reflex saving throw or it can’t take reactions for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As an action, you can make a melee weapon attack in an attempt to goad the creature into attacking you. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Will saving throw or it has disadvantage on any attack roll that doesn’t target you for the duration.

At the end of each of its turns, a goaded creature can repeat the saving throw, ending the effect on itself on a success

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

You can add the stamina die to the attack’s damage (add half if you miss by 4 or less) for each additional stamina die expended.

As a reaction, which you use when an enemy moves within 1 meter of you, you can move up to half your speed without provoking opportunity attacks.

As a reaction, which you use when a creature within 1 meter of you hits another creature with an attack roll or is hit by an attack roll, you can cause that attack to target you instead.

As an action, you can use the Disengage action and the Dash action.

As an action, you can make a weapon attack and simultaneously bash a creature within 1 meter with your shield. The creature must make a Reflex saving throw.

On a failed save, it can’t take reactions until the end of its next turn. If the creature is your size or smaller, you can push the target up to 1 meter away from you or push it to the side.

On a successful save, it takes half as much damage.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can add the stamina die as bludgeoning damage if the creature fails the saving throw (half as much on a failed save), target a creature of a larger size, and push the creature an additional 1 meter for each additional stamina die expended.

  • Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions.

  • Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As a reaction, which you use when you are hit by an attack that you can see or when you make a Reflex saving throw, you spin gracefully away, avoiding the swing or effect. Roll a d3 and add the result your Defense against the triggering attack or to your Reflex saving throw. You can do so after the roll but before any effects of the roll occur.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can expend 2 additional stamina dice to roll 2d3.

  • You can expend 4 additional stamina dice to roll 3d3.

1 minute/stamina die

As an action, you can make a weapon attack in an attempt to menace the creature, foiling its attacks and punishing them for harming others. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Will saving throw or it is marked by you for the duration. While marked, you have advantage on opportunity attacks against the target and the target has disadvantage on any attack roll that doesn’t target you.

The effect ends if you are incapacitated, someone else marks the creature, you attack or damage any other creature, if you cast a spell or use a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 5 meters away from the target.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a melee weapon attack with a weapon in an attempt to disarm the creature. Add one stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Reflex saving throw or it drops one item of your choice that it’s holding.

If the creature is holding the item with two or more hands it makes the saving throw with advantage.

If the saving throw fails by 5 or more, the object lands in a space within 1 meter of the creature, otherwise the object lands at its feet.

When a creature tries to interact with an object in a space occupied by a hostile creature it must use an action to make an Acrobatics or Brawn (its choice) check contested by the hostile creature’s Acrobatics or Brawn check (its choice). If the creature attempting to interact with the object wins the contest, it can interact with the object.

Enhance

You can increase the damage for each additional stamina die expended.

As a reaction, which you use when a creature hits a creature other than you with an attack, you can visit vengeance on the creature. You can make a melee weapon attack against the creature.

Enhance

You can add the stamina die to the attack’s damage (add half if you miss by 4 or less) for each additional stamina die expended.