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Reta Bigbad

Reta likes to torment small, harmless animals and usually has


a pocket full of such creatures in case she gets bored. She
finds it hard not to shout when she speaks, and loves taking
risks in combat to scare her enemies. Sometimes she throws
animals at her sister Stumpbiter while she's sleeping to scare
her, too.
Equipment
Dogslicer (scimitar), shortbow with 20 arrows in a quiver
decorated with dog ears, leather armor, potion of healing,
potion of climbing, lucky pet toad ("Spotol"), jar of pickled
halfling toes just about ready for eating (equivalent to 1 day's
trail rations), toasting fork, bridal veil, halfling ladies' corset,
20 feet of rope with dead moles sewn into it, small silver
mirror, jar of human perfume (half drunk), meat hook, leather
satchel, flint and tinder, set of false teeth, pocketful of
caterpillars
Reta's Song

Reta chop and Reta bite!


Reta slay and Reta fight!
Reta stab and Reta smite!
Reta kills it all just right!

Reta Bigbad Dog-Sniff-Hate. You have advantage on Wisdom


(Perception) checks made to detect the presence of
Female goblin fighter 1
canines and on Wisdom (Survival) checks to track
Small humanoid (goblinoid), neutral evil
canines. You gain a +2 bonus to damage rolls with
weapon attacks against canines.
Armor Class 14 (leather armor) Dueling Fighting Style. When you are wielding a melee
Hit Points 13 (1d10+3) weapon in one hand and no other weapons, you gain
Speed 30 ft. a +2 bonus to damage rolls with that weapon.
Fury of the Small. When you damage a creature with an
attack or a spell and the creature's size is larger than
STR DEX CON INT WIS CHA yours, you can cause the attack or spell to deal 1 extra
13 (+1) 16 (+3) 16 (+3) 10 (+0) 12 (+1) 8 (-1) damage to the creature. Once you use this trait, you
can't use it again until you finish a short or long rest.
Nimble Escape. You can take the Disengage or Hide
Saving Throws Str +4, Con +5 action as a bonus action on each of your turns.
Skills Animal Handling +3, Perception +3, Survival +3 Second Wind. You have a limited well of stamina that
Senses darkvision 60 ft., passive Perception 13 you can draw on to protect yourself from harm. On
Languages Common, Goblin your turn, you can use a bonus action to regain hit
Challenge 1/2 (100 XP) points equal to 1d10 + your fighter level. Once you
use this feature, you must finish a short or long rest
Balloon Headed. Your head is particularly wide and large, before you can use it again.
even for a goblin. You gain proficiency in the
Perception skill. Any skill checks that require you to Actions
squeeze your head through a tight space are made Dogslicer (scimitar). Melee Weapon Attack: +5 to hit,
with disadvantage. reach 5 ft., one target. Hit: 8 (1d6+5) slashing damage.
Shortbow. Ranged Weapon Attack: +5 to hit, range
80/320 ft., one target. Hit: 6 (1d6+3) piercing damage.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Chuffy Lickwound
Sadistic Chuffy is horrible indeed. He loves to sneak up on his
enemies and stab them. If he gets the chance, he also likes to
light fires—lighting fires is Chuffy's idea of great fun, almost as
enjoyable as causing big explosions.
Equipment
Broken dogslicer (shortsword), knife (dagger), 6 darts, leather
armor, potion of healing, 6 caltrops, grappling hook, 3
tindertwigs, set of thieves' tools, lucky pet toad ("Fat Frog"),
lock of hair from Goodwife Lotty still tied around her dog's
paw (worn on a thong about Chuffy's neck), 3 metal skewers,
stuffed raven, pet spider (called "Stankrush") in a wire cage, 3
spare bug cages, bottle of brine-soaked alligator eyes
(equivalent to 1 day's trail rations), child's doll with the eyes
taken out, curved sewing needle, cowbell (worn)
Chuffy's Song

Chuffy's face might make you sick,


But Chuffy's knife is awful quick.
And if you are his stabby pick—
Then knife goes in you, stick stick stick!

Chuffy Lickwound Pustular. Your face is covered in unpleasant pimples and


outright boils that have a tendency to pop at
Male goblin rogue 1
inopportune moments. Although this makes you
Small humanoid (goblinoid), neutral evil
particularly ugly, you're also used to discomfort.
Whenever you're subjected to a save against an effect
Armor Class 14 (leather armor) that causes poison damage, the poisoned condition,
Hit Points 12 (1d10+2) or a disease, you have advantage on that save.
Speed 30 ft. Sneak Attack You know how to strike subtly and exploit a
foe's distraction. Once per turn, you can deal an extra
1d6 damage to one creature you hit with an attack if
STR DEX CON INT WIS CHA you have advantage on the attack roll. The attack must
8 (-1) 17 (+3) 15 (+2) 12 (+1) 14 (+2) 8 (-1) use a finesse or a ranged weapon. You don't need
advantage on the attack roll if another enemy of the
target is within 5 feet of it, that enemy isn't
Saving Throws Dex +5, Int +3 incapacitated, and you don't have disadvantage on the
Skills Acrobatics +5, Animal Handling +4, Deception +1, attack roll.
Perception +4, Sleight of Hand +5, Stealth +5,
Thieves' tools +5 Actions
Senses darkvision 60 ft., passive Perception 14
Languages Common, Goblin Broken dogslicer (shortsword). Melee Weapon Attack: +5
Challenge 1/2 (100 XP) to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing
damage.
Fury of the Small. When you damage a creature with an Knife (dagger). Melee or Ranged Weapon Attack: +5 to
attack or a spell and the creature's size is larger than hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5
yours, you can cause the attack or spell to deal 1 extra (1d4+3) piercing damage.
damage to the creature. Once you use this trait, you
can't use it again until you finish a short or long rest. Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft.,
Nimble Escape. You can take the Disengage or Hide one target. Hit: 5 (1d4+3) piercing damage.
action as a bonus action on each of your turns.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Poog of Zarongel
Poog is a frightening little cleric of the goblin deity Zarongel,
the sacred god of dog-killing, fire, and most holy mounted
combat. That Poog isn't very good at mounted combat is his
not-so-secret shame, so he funnels most of his energy into
attempts to overachieve at his god's other sacred teachings—
killing dogs (although he hasn't yet killed one, he hopes to do
so some day) and lighting fires (something that Poog is
already pretty good at).
Equipment
Dogslicer (scimitar), knife (dagger), 2 javelins, chain shirt,
lucky pet toad ("Dogfinder"), squashed dried toad (his
previous lucky pet toad), jar of pickled fish heads (the
equivalent of 1 day's trail rations), 6 torches, flint and tinder,
almost empty salt shaker, pig's tail (snack), wooden flute (too
splintery to play for long without injury)
Poog's Song

Poog say Zarongel is the best,


He help burn things and heal the rest.
Zarongel's favor makes Poog blessed.
And Poog also stab you with knife if you make fun of
how he isn't good at riding animals.

Poog of Zarongel Nimble Escape. You can take the Disengage or Hide
action as a bonus action on each of your turns.
Male goblin cleric (war domain) 1
War Priest. Your god delivers bolts of inspiration to you
Small humanoid (goblinoid), neutral evil
while you are engaged in battle. When you use the
Attack action, you can make one weapon attack as a
Armor Class 15 (chain shirt) bonus action. You can use this feature a number of
Hit Points 10 (1d8+2) times equal to your Wisdom modifier (a minimum of
Speed 30 ft. once). You regain all expended uses when you finish a
long rest.
Spellcasting. You are a 1st-level spellcaster. Your
STR DEX CON INT WIS CHA spellcasting ability is Wisdom (spell save DC 12, +4
11 (+0) 15 (+2) 14 (+2) 8 (-1) 15 (+2) 13 (+1) to hit with spell attacks). You have the following cleric
spells prepared:
Cantrips (at will): guidance, sacred flame, spare the
Saving Throws Wis +4, Cha +3 dying
Skills Insight +4, Religion +1 1st level (2 slots): cure wounds, divine favor, guiding
Senses darkvision 60 ft., passive Perception 12 bolt, inflict wounds, shield of faith
Languages Common, Goblin
Challenge 1/2 (100 XP) Actions
Dogslicer (scimitar). Melee Weapon Attack: +4 to hit,
Goblin Bravery. You have a worrying propensity for reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.
overconfidence in combat. When adjacent to an
enemy that's larger than you, if you have no other Knife (dagger). Melee or Ranged Weapon Attack: +4 to
allies within 5 feet of the enemy, your posturing, hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4
bravado, and cussing grant advantage on melee (1d4+2) piercing damage.
attacks against that enemy.
Fury of the Small. When you damage a creature with an Javelin. Melee or Ranged Weapon Attack: +2 to hit, range
attack or a spell and the creature's size is larger than 30/120 ft., one target. Hit: 3 (1d6) piercing damage.
yours, you can cause the attack or spell to deal 1 extra
damage to the creature. Once you use this trait, you
can't use it again until you finish a short or long rest.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Mogmurch's Song
Mogmurch
Ten-year-old Mogmurch is deranged. Mogmurch lives with his
mate Rempty, who has an irritating habit of licking his face Things go boom when Mogmurch throws,
Much more fun than using bows.
clean in public (especially when he leaves the village). She Sometimes where the boom boom blows
thinks his use of alchemy is very clever, and while she loves Is not my fault—that's how it goes.
the flavor Mogmurch's experiments leave on his face, she
worries that he'll some day blow himself up when she's not
around to watch.
Equipment
Club, leather armor, alchemist's supplies, alchemist's satchel,
potion of healing (2), lucky pet toad ("Amfibier"), spectacles
(for show), gourd of pickled leeches just about ready to eat
(counts as 1 day's field rations), juicy slug in a small pot
(snack), skull face mask, metal codpiece, jester's hat,
pumpkin-head lantern, black eyepatch (with hole cut in it to
see), hard leather boot (used as belt pouch), formula book
(contains all extract formulae known)

Mogmurch Alchemical Fire. As an action, you can reach into your


Alchemist's Satchel, pull out a vial of volatile liquid,
Male goblin artificer (alchemist) 1
and hurl the vial at a creature, object, or surface
Small humanoid (goblinoid), neutral evil
within 30 feet of you (the vial and its contents
disappear if you don't hurl the vial by the end of the
Armor Class 14 (leather armor) current turn). On impact, the vial detonates in a 5-
Hit Points 10 (1d8+2) foot radius. Any creature in that area must succeed on
Speed 30 ft. a DC 12 Dexterity saving throw or take 1d6 fire
damage.
Bouncy. Your bones, flesh, and skin are a bit more elastic
STR DEX CON INT WIS CHA than those of most goblins—when you fall, you tend
8 (-1) 17 (+3) 15 (+2) 15 (+2) 8 (-1) 10 (+0) to bounce a little better than them as a result. You can
use your reaction when you fall to reduce any falling
damage you take by an amount equal to five times
Saving Throws Con +4, Int +4 your level.
Skills Medicine +1, Nature +4, Sleight of Hand +5 Fury of the Small. When you damage a creature with an
Senses darkvision 60 ft., passive Perception 11 attack or a spell and the creature's size is larger than
Languages Common, Goblin yours, you can cause the attack or spell to deal 1 extra
Challenge 1/2 (100 XP) damage to the creature. Once you use this trait, you
can't use it again until you finish a short or long rest.
Alchemist's Satchel. You have crafted an Alchemist's Magic Item Analysis. Your understanding of magic items
Satchel, a bag of reagents that you use to create a allows you to analyze and understand their secrets.
variety of concoctions. The bag and its contents are You know the artificer spells detect magic and
both magical, and this magic allows you to pull out identify, and you can cast them as rituals. You don't
exactly the right materials you need for your need to provide a material component when casting
alchemical acid, alchemical fire, or smoke stick, identify with this class feature.
described below. After you use one of those options, Nimble Escape. You can take the Disengage or Hide
the bag reclaims the materials. If you lose this satchel, action as a bonus action on each of your turns.
you can create a new one over the course of three Smoke Stick. As an action, you can reach into your
days of work (eight hours each day) by expending Alchemist's Satchel and pull out a stick that produces
100 gp worth of leather, glass, and other raw a thick plume of smoke. You can hold on to the stick
materials. or throw it to a point up to 30 feet away as part of the
Alchemical Acid. As an action, you can reach into your action used to produce it. The area in a 10-foot radius
Alchemist's Satchel, pull out a vial of acid, and hurl around the stick is filled with thick smoke that blocks
the vial at a creature or object within 30 feet of you vision, including darkvision. The stick and smoke
(the vial and its contents disappear if you don't hurl persist for 1 minute and then disappear. After using
the vial by the end of the current turn). The vial this formula, you can't do so again for 1 minute.
shatters on impact. A creature must succeed on a DC
12 Dexterity saving throw or take 1d6 acid damage. Actions
An object automatically takes that damage, and the Club. Melee Weapon Attack: +1 to hit, reach 5 ft., one
damage is maximized. target. Hit: 1 (1d4-1) bludgeoning damage.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Dogmunch the Magical
Dogmunch lives alone in a mud hut on the edge of the
Licktoad tribal lands. The stench that surrounds him is often
too terrible for even the smelliest of other goblins to bear. He
eats the rotten remains of animals in the swamps nearby and
often carries plenty of pickings in his teeth for emergencies.
Equipment
Quarterstaff, potion of healing, vial of acid, flask of alchemist's
fire, make-believe wand of fireballs (infinite charges), lucky pet
toad ("Spike"), sack containing the blackened corpses of his
first four lucky pet toads, spectacles (for show), gourd full of
pickled leeches (counts as 1 day's rations), dog leather hat,
four fake "magical" totems made of feathers and bones (used
to threaten other goblins), juicy slug in old potion vial (snack),
pumpkin-head lantern, soft leather boot (used as belt pouch)
Dogmunch the Magical's Song

Magic Dogmunch casts a spell


Zapping longshanks where they dwell!
Look where Dogmunch's foe has fell—
Crispy meat with tasty smell!

Dogmunch the Magical Nimble Escape. You can take the Disengage or Hide
action as a bonus action on each of your turns.
Male goblin sorcerer (wild mage) 1
Tides of Chaos. You can manipulate the forces of chance
Small humanoid (goblinoid), neutral evil
and chaos to gain advantage on one attack roll, ability
check, or saving throw. Once you do so, you must
Armor Class 13 finish a long rest before you can use this feature
Hit Points 7 (1d6+2) again. Any time before you regain the use of this
Speed 30 ft. feature, the DM can have you roll on the Wild Magic
Surge table immediately after you cast a sorcerer spell
of 1st level or higher. You then regain the use of this
STR DEX CON INT WIS CHA feature.
8 (-1) 17 (+3) 13 (+1) 9 (-1) 12 (+1) 15 (+2) Wild Magic Surge. Your spellcasting can unleash surges
of untamed magic. Immediately after you cast a
sorcerer spell of 1st level or higher, the DM can have
Saving Throws Con +3, Cha +4 you roll a d20. If you roll a 1, roll on the Wild Magic
Skills Arcana +1, Deception +4 Surge table to create a random magical effect.
Senses darkvision 60 ft., passive Perception 11 Spellcasting. You are a 1st-level spellcaster. Your
Languages Common, Goblin spellcasting ability is Charisma (spell save DC 12, +4
Challenge 1/2 (100 XP) to hit with spell attacks). You have the following
sorcerer spells prepared:
Foul Belch. Once per long rest, as an action, you can Cantrips (at will): acid splash, create bonfire (XGtE),
force a particularly odious belch at a single opponent minor illusion, shocking grasp
within 5 feet. The character affected must make a DC 1st level (2 slots): burning hands, shield
12 Constitution save or be poisoned for 1d6 rounds.
Fury of the Small. When you damage a creature with an Actions
attack or a spell and the creature's size is larger than Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft.,
yours, you can cause the attack or spell to deal 1 extra one target. Hit: 2 (1d6-1) bludgeoning damage, or 3
damage to the creature. Once you use this trait, you (1d8-1) bludgeoning damage if used with two hands.
can't use it again until you finish a short or long rest.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Jubbol's Song
Jubbol
Jubbol is a short (even for a goblin), muscular individual who
even other goblins consider a bit of a dangerous savage. In Jubbol bash and Jubbol kill,
Jubbol chop and blood will spill,
battle, he enters a frothing frenzy and screams at the top of Jubbol stab you through and through,
his lungs. However, his resemblance to a toad (even his voice All things Jubbol love to do!
is deep for a goblin) and prowess make him a valued member
of the Licktoad tribe.
Equipment
Horsechopper (halberd), morningstar, knife (dagger), 6
javelins, potion of healing, flask of alchemist's fire, 2 flasks of
oil, lucky pet toad ("Skipping Rock"), necklace of dog teeth,
small backpack, crudely made lizard skin breeches, poorly
tanned dog pelt, battered leather hat, humanoid skull painted
with a happy face, cracked humanoid skull painted with a sad
face, small bait pouch, 2 jars of pickled animal parts
(equivalent of 2 days of trail rations), 2 torches, small
waterskin

Jubbol Unarmored Defense. While you are not wearing any


armor, your Armor Class equals 10 + your Dexterity
Male goblin barbarian 1
modifier + your Constitution modifier. You can use a
Small humanoid (goblinoid), neutral evil
shield and still gain this benefit.
Rage. In battle, you fight with primal ferocity. On your
Armor Class 16 turn, you can enter a rage as a bonus action. While
Hit Points 15 (1d12+3) raging, you gain the following effects if you aren't
Speed 30 ft. wearing heavy armor:
You have advantage on Strength checks and Strength
saving throws.
STR DEX CON INT WIS CHA When you make a melee weapon attack using Strength,
15 (+2) 16 (+3) 16 (+3) 8 (-1) 10 (+0) 8 (-1) you gain a +2 bonus to the damage roll.
You have resistance to bludgeoning, piercing, and
slashing damage.
Saving Throws Str +4, Con +5 If you are able to cast spells, you can't cast them or
Skills Intimidation +1, Survival +2 concentrate on them while raging.
Senses darkvision 60 ft., passive Perception 10 Your rage lasts for 1 minute. It ends early if you are
Languages Common, Goblin knocked unconscious or if your turn ends and you
Challenge 1/2 (100 XP) haven't attacked a hostile creature since your last turn
or taken damage since then. You can also end your
Fury of the Small. When you damage a creature with an rage on your turn as a bonus action.
attack or a spell and the creature's size is larger than Once you have raged twice, you must finish a long rest
yours, you can cause the attack or spell to deal 1 extra before you can rage again.
damage to the creature. Once you use this trait, you
can't use it again until you finish a short or long rest. Actions
Killer. You made your first kill at a very young age and Horsechopper (halberd). Melee Weapon Attack: +4 to
found the task of war or murder to your liking. You hit, reach 10 ft., one target. Hit: 7 (1d10+2) slashing
either take particular pride in a well-placed blow, or damage.
find vile pleasure in twisting the blade to maximize
your target's pain. When you score a critical hit with a Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft.,
melee weapon attack, you can roll one of the one target. Hit: 6 (1d8+2) piercing damage.
weapon's damage dice one additional time and add it
to the extra damage of the critical hit. Knife (dagger). Melee or Ranged Weapon Attack: +5 to
Nimble Escape. You can take the Disengage or Hide hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5
action as a bonus action on each of your turns. (1d4+3) piercing damage.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, range
30/120 ft., one target. Hit: 5 (1d6+2) piercing damage.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Leadfinger's Song
Leadfinger
Leadfinger has an amazingly long attention span for a goblin.
He is also fairly soft-spoken and repulsively ugly (to a goblin, Leadfinger's mighty swing and bash
Surely beats those good guys' ass.
anyway). He would be derided by his tribe-mates for these When they see his shining steel,
abnormalities if it weren't for his bad habit of following All they can do is simply squeal.
enemies home at night and hurting them, badly. Leadfinger
makes his home in the marsh just outside the village for fear
of retaliation, though he'll insist he simply enjoys the solitude.
Equipment
Bastard sword, scale mail, shield, potion of healing, flask of oil,
lucky pet toad ("Dart"), small backpack, patched small blanket,
patched and stained dark blue blouse, patched and muddy
brown cloak, fishhook, flint and steel, small belt pouch, empty
flask, jug of charred elf fingers (the equivalent of 1 day's trail
rations), 50 foot ball of string, torch, small waterskin,
collection of enemies' ears (his favorite is the one he took
from leering Mogwag)

Leadfinger Fury of the Small. When you damage a creature with an


attack or a spell and the creature's size is larger than
Male goblin paladin 1
yours, you can cause the attack or spell to deal 1 extra
Small humanoid (goblinoid), neutral evil
damage to the creature. Once you use this trait, you
can't use it again until you finish a short or long rest.
Armor Class 16 (scale mail, shield) Lay on Hands. Your blessed touch can heal wounds. You
Hit Points 13 (1d10+3) have a pool of healing power that replenishes when
Speed 30 ft. you take a long rest. With that pool, you can restore a
total number of hit points equal to your paladin level
x 5. As an action, you can touch a creature and draw
STR DEX CON INT WIS CHA power from the pool to restore a number of hit points
14 (+2) 10 (+0) 16 (+3) 8 (-1) 10 (+0) 15 (+2) to that creature, up to the maximum amount
remaining in your pool. Alternatively, you can expend
5 hit points from your pool of healing to cure the
Saving Throws Wis +2, Cha +4 target of one disease or neutralize one poison
Skills Deception +4, Medicine +2, Religion +1 affecting it. You can cure multiple diseases and
Senses darkvision 60 ft., passive Perception 10 neutralize multiple poisons with a single use of Lay
Languages Common, Goblin on Hands, expending hit points separately for each
Challenge 1/2 (100 XP) one. This feature has no effect on undead and
constructs.
Divine Sense. The presence of strong good registers on Nimble Escape. You can take the Disengage or Hide
your senses like a noxious odor, and powerful evil action as a bonus action on each of your turns.
rings like heavenly music in your ears. As an action, Ugly Swine. You are a repulsive little freak whose origins
you can open your awareness to detect such forces. are unclear. Your head is small for a goblin and your
Until the end of your next turn, you know the location mouth oddly narrow, allowing you to pass in urban
of any celestial, fiend, or undead within 60 feet of you environments as an unidentifiable mongrel, providing
that is not behind total cover. You know the type you keep a low profile. However, if examined closely,
(celestial, fiend, or undead) of any being whose your goblin origins are revealed. You gain proficiency
presence you sense, but not its identity. Within the in the Deception skill, and have advantage on skill
same radius, you also detect the presence of any checks made to disguise yourself as a member of
place or object that has been consecrated or another race.
desecrated, as with the hallow spell. You can use this
feature a number of times equal to 1 + your Charisma Actions
modifier. When you finish a long rest, you regain all Bastard sword. Melee Weapon Attack: +4 to hit, reach 5
expended uses. ft., one target. Hit: 6 (1d8+2) slashing damage, or 7
(1d10+2) slashing damage if used with two hands.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Mevis's Song
Mevis the Magnificent
Mevis is flashy and overbearing; although not particularly
clever or observant, she's nimble and inspiring. She loves to Mevis dance and Mevis sing.
Mevis lash and whip cut stings!
insult and taunt opponents while encouraging her Mevis shriek and laugh with glee.
companions. She feels uncomfortable outside of water and Kill you dead, then Mevis feed!
prefers to be soaking wet at all times.
Equipment
Twisty vine (whip), 2 knives (dagger), 3 javelins, studded
leather armor, shield, vial of acid, flask of oil (2), lucky pet toad
("Bandana"), hollow reed (for hiding underwater), leather-and-
bone codpiece, hat made from a loincloth with a hole cut in it
for Bandana to peek out, stained and muddy purple robe with
a ripped hem, small belt pouch, stale salted fish (equivalent of
2 days trail rations), extra peg leg, whistle, sack of useless junk
retrieved from Brinestump's bog

Mevis the Magnificent Fury of the Small. When you damage a creature with an
attack or a spell and the creature's size is larger than
Female goblin bard 1
yours, you can cause the attack or spell to deal 1 extra
Small humanoid (goblinoid), neutral evil
damage to the creature. Once you use this trait, you
can't use it again until you finish a short or long rest.
Armor Class 17 (studded leather, shield) Nimble Escape. You can take the Disengage or Hide
Hit Points 10 (1d8+2) action as a bonus action on each of your turns.
Speed 30 ft., swim 20 ft. River Rat. You learned to swim right after you learned to
walk. When you were a youth, your father would toss
you in the river to grab fish with your teeth, and you
STR DEX CON INT WIS CHA would have to snag overhanging branches with a vine
12 (+1) 17 (+3) 14 (+2) 8 (-1) 8 (-1) 15 (+2) to pull yourself back to shore before being washed
away. You gain a swimming speed of 20 feet,
proficiency in the Athletics skill, and have advantage
Saving Throws Dex +5, Cha +4 on skill checks involving swimming. You also gain
Skills Acrobatics +5, Athletics +3, Perception +1, proficiency with a whip.
Performance +4 Spellcasting. You are a 1st-level spellcaster. Your
Senses darkvision 60 ft., passive Perception 11 spellcasting ability is Charisma (spell save DC 12, +4
Languages Common, Goblin to hit with spell attacks). You have the following bard
Challenge 1/2 (100 XP) spells prepared:
Cantrips (at will): friends, vicious mockery
Bardic Inspiration. You can inspire others through stirring 1st level (2 slots): cure wounds, dissonant whispers,
words or music. To do so, you use a bonus action on heroism, unseen servant
your turn to choose one creature other than yourself
within 60 feet of you who can hear you. That creature Actions
gains one Bardic Inspiration die, a d6. Once within Twisty vine (whip). Melee Weapon Attack: +5 to hit,
the next 10 minutes, the creature can roll the die and reach 10 ft., one target. Hit: 5 (1d4+3) slashing damage.
add the number rolled to one ability check, attack roll,
or saving throw it makes. The creature can wait until Knife (dagger). Melee or Ranged Weapon Attack: +5 to
after it rolls the d20 before deciding to use the Bardic hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5
Inspiration die, but must decide before the DM says (1d4+3) piercing damage.
whether the roll succeeds or fails. Once the Bardic
Inspiration die is rolled. it is lost. A creature can have Javelin. Melee or Ranged Weapon Attack: +3 to hit, range
only one Bardic Inspiration die at a time. You can use 30/120 ft., one target. Hit: 4 (1d6+1) piercing damage.
this feature a number of times equal to your Charisma
modifier (a minimum of once). You regain any
expended uses when you finish a long rest.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Stumpbiter's Song
Stumpbiter
Stumpbiter is a bit taller than most goblins, with a wiry build.
She also tends to be quiet, usually breaking into a vicious grin Stumpbiter hide and sneak about,
Licktoad tribe's very best scout.
instead of shrieks of joy. She prefers stalking opponents and Ambush, shoot dead, slice up too.
attacking from ambush. She is the twin sister of Reta Bigbad, Throw in pot and cook for stew!
and often tests her sister's awareness with a quick shot to the
knee.
Equipment
Shortbow with 20 arrows in a quiver made from a dried rat, 2
broken dogslicers (shortsword), leather armor, potion of
healing (2), lucky pet toad ("Latch"), pouch of spider jerky
(equivalent of 1 day's trail rations), Old Lady Fremont's
threadbare silk doily (pretty hat), faded dark green curtain
with several rips and tears (dress), fresh muddy dog foot
(snack), woven anklet made from all of Old Lady Fremont's
hair, rusty iron pot, leather vest with several small pockets
chewed by mice

Stumpbiter Fury of the Small. When you damage a creature with an


attack or a spell and the creature's size is larger than
Female goblin ranger 1
yours, you can cause the attack or spell to deal 1 extra
Small humanoid (goblinoid), neutral evil
damage to the creature. Once you use this trait, you
can't use it again until you finish a short or long rest.
Armor Class 14 (leather) Natural Explorer. You are particularly familiar with the
Hit Points 12 (1d10+2) swamp environment and are adept at traveling and
Speed 30 ft. surviving in such regions. When you make an
Intelligence or Wisdom check related to your favored
terrain, your proficiency bonus is doubled if you are
STR DEX CON INT WIS CHA using a skill that you're proficient in. While traveling
12 (+1) 17 (+3) 14 (+2) 8 (-1) 15 (+2) 8 (-1) for an hour or more in your favored terrain, you gain
the following benefits:
Difficult terrain doesn't slow your group's travel.
Saving Throws Str +3, Dex +5 Your group can't become lost except by magical means.
Skills Nature +1, Perception +4, Stealth +5, Survival +4 Even when you are engaged in another activity while
Senses darkvision 60 ft., passive Perception 14 traveling (such as foraging, navigating, or tracking),
Languages Common, Goblin you remain alert to danger.
Challenge 1/2 (100 XP) If you are traveling alone, you can move stealthily at a
normal pace.
Balloon Headed. Your head is particularly wide and large, When you forage, you find twice as much food as you
even for a goblin. You gain proficiency in the normally would.
Perception skill. Any skill checks that require you to While tracking other creatures, you also learn their exact
squeeze your head through a tight space are made number, their sizes, and how long ago they passed
with disadvantage. through the area.
Color Thief. Your skin is an odd tint that somehow Nimble Escape. You can take the Disengage or Hide
absorbs background colors. Maybe because you drank action as a bonus action on each of your turns.
a lot of potions. Maybe because you've been blessed
by the barghests. Maybe because you're just better Actions
than the other boring goblins. In any case, you have Shortbow. Ranged Weapon Attack: +5 to hit, range
advantage on Dexterity (Stealth) checks, providing 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage.
you wear only light armor or no armor.
Favored Enemy. You have significant experience Broken dogslicer (shortsword). Melee Weapon Attack: +5
studying, tracking, hunting, and even talking to two to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing
types of humanoid enemies: goblinoids and humans. damage.
You have advantage on Wisdom (Survival) checks to
track your favored enemies, as well as on Intelligence
checks to recall information about them.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Toadwart
Toadwart is a little strange, even for a goblin. He mutters to
himself, as if holding a conversation, at random times and
nearby objects often twitch as if about to move themselves.
When angry, his eyes develop a faint red glow. Oftentimes,
things will spring to fire near the myserious goblin for no
apparent reason. He is routinely found telling great tales of
draconic heroes, of which he is certainly one. His scaled red
dragon costume is his prized possesion.
Equipment
Sickle, sling with 10 bullets, potion of healing, flask of
alchemist's fire (2), lucky pet toad ("Drubbus the Fifth"), small
butterfly net, pouch of noxious-smelling herbs, flying lizard
tied up with string that is the last of its kind (snack), sewing
needle, 2 jars of stewed beetles and grubs (equivalent of 2
days trail rations), red dragon costume made of sewn together
lizard skins
Toadwart's Song

Toadwart love the swamp, he do!


Frogs and swamp love Toadwart too.
Don't call ugly, Toadwart hates.
Make magic fire, burns real great!

Toadwart Fury of the Small. When you damage a creature with an


attack or a spell and the creature's size is larger than
Male goblin druid 1
yours, you can cause the attack or spell to deal 1 extra
Small humanoid (goblinoid), neutral evil
damage to the creature. Once you use this trait, you
can't use it again until you finish a short or long rest.
Armor Class 14 (leather) Nimble Escape. You can take the Disengage or Hide
Hit Points 13 (1d10+3) action as a bonus action on each of your turns.
Speed 30 ft. Spellcasting. You are a 1st-level spellcaster. Your
spellcasting ability is Wisdom (spell save DC 12, +4
to hit with spell attacks). You have the following druid
STR DEX CON INT WIS CHA spells prepared:
14 (+2) 14 (+2) 14 (+2) 10 (+0) 15 (+2) 8 (-1) Cantrips (at will): control flames (XGtE), produce flame
1st level (2 slots): animal friendship, earth tremor
(XGtE), longstrider
Saving Throws Int +2, Wis +4
Skills Animal Handling +4, Nature +2 Actions
Senses darkvision 60 ft., passive Perception 12
Languages Common, Goblin Sickle. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Challenge 1/2 (100 XP) target. Hit: 4 (1d4+2) slashing damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120
Advantageous Distraction. Like most goblins, you're ft., one target. Hit: 4 (1d4+2) bludgeoning damage.
easily distracted. Unlike most goblins, though, you
have a knack for being distracted at the right time,
especially when it comes to avoiding pain. Once per
short rest, as a reaction which you take when you are
hit by an attack, you can be momentarily distracted in
combat—ducking an axe swing to inspect a
toadstool, or stooping behind a tree to lick some bark
and accidentally avoiding an arrow, and so on. When
you activate this ability, you gain a +2 bonus to your
AC until the start of your next turn, including against
the triggering attack.
Draconic Resolve. You're definitely a dragon. Just look at
those scales! So red and scaley. Your hit point
maximum is increased by 1.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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