Kryx RPGThemesCreatures
Goblin Warrior

Goblin Warrior

Small humanoid (goblinoid)
Challenge
¼

STR
−1
DEX
2
CON
0
INT
0
WIS
−1
CHA
−1

7
2d6
15
Fort
+1
Ref
+2
Will
−1
Defense note leather

Speed 5 m.
Skills Acrobatics +4 (15), Athletics +1 (12), Insight −1 (10), Perception −1 (10), Stealth +4 (15)
Senses darkvision 10 m.
Languages Common, Goblin

Maneuvers. The goblin warrior uses maneuvers (maneuver save DC 12). It has 2 stamina dice which are d8s, a dice limit of 1, 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: ambush, distract, nimble, scurry, spring attack, uncanny dodge, vault

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

Actions

Scimitar. Melee Weapon Attack: +4 to hit, reach 1 m. Hit: 5 (1d6 + 2) slashing damage.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 1 m. or range 3/10 m. Hit: 4 (1d4 + 2) piercing damage.

Forest, Grassland, Hill, Underdarkhomebrew

Maneuvers

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half if you miss by 4 or less) if you have advantage on the attack roll, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack roll.

Enhance

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

As an action, you can make a weapon attack in an attempt to distract the creature, giving your allies an opening. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, make a Deception check opposed by the creature’s passive Insight or the next attack roll against it by an attacker other than you has advantage if the attack is made before the start of your next turn.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • You can expend 3 additional stamina dice to cause all attack rolls against the creature by an attacker other than you to have advantage.

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

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.

As a reaction, which you use when a creature misses you with a melee weapon attack, you can maneuver yourself into a more advantageous position. You can move up to half your speed without provoking opportunity attacks and add half the stamina die’s result to the attack’s damage roll on your next attack roll before the end of your next turn.

Enhance

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