We Be Goblins 5E Character Sheets

Reta Bigbad Reta likes to torment small, harmless animals and usually has a pocket full of such creatures in case she g

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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

Female goblin fighter 1 Small humanoid (goblinoid), neutral evil Armor Class 14 (leather armor) Hit Points 13 (1d10+3) Speed 30 ft.

STR

DEX

CON

INT

WIS

CHA

13 (+1) 16 (+3) 16 (+3) 10 (+0) 12 (+1) 8 (-1) Saving Throws Str +4, Con +5 Skills Animal Handling +3, Perception +3, Survival +3 Senses darkvision 60 ft., passive Perception 13 Languages Common, Goblin Challenge 1/2 (100 XP) Balloon Headed. Your head is particularly wide and large, even for a goblin. You gain proficiency in the Perception skill. Any skill checks that require you to squeeze your head through a tight space are made with disadvantage.

Dog-Sniff-Hate. You have advantage on Wisdom (Perception) checks made to detect the presence of canines and on Wisdom (Survival) checks to track canines. You gain a +2 bonus to damage rolls with weapon attacks against canines. Dueling Fighting Style. When you are wielding a melee weapon in one hand and no other weapons, you gain 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 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. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. Second Wind. You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Actions Dogslicer (scimitar). Melee Weapon Attack: +5 to hit, 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 Male goblin rogue 1 Small humanoid (goblinoid), neutral evil Armor Class 14 (leather armor) Hit Points 12 (1d10+2) Speed 30 ft.

STR

DEX

CON

INT

WIS

CHA

8 (-1) 17 (+3) 15 (+2) 12 (+1) 14 (+2) 8 (-1) Saving Throws Dex +5, Int +3 Skills Acrobatics +5, Animal Handling +4, Deception +1, Perception +4, Sleight of Hand +5, Stealth +5, Thieves' tools +5 Senses darkvision 60 ft., passive Perception 14 Languages Common, Goblin Challenge 1/2 (100 XP) Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than 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. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

Pustular. Your face is covered in unpleasant pimples and outright boils that have a tendency to pop at inopportune moments. Although this makes you particularly ugly, you're also used to discomfort. Whenever you're subjected to a save against an effect that causes poison damage, the poisoned condition, or a disease, you have advantage on that save. 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 you have advantage on the attack roll. The attack must 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 incapacitated, and you don't have disadvantage on the attack roll.

Actions Broken dogslicer (shortsword). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage. Knife (dagger). Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage. Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4+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.

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

Male goblin cleric (war domain) 1 Small humanoid (goblinoid), neutral evil Armor Class 15 (chain shirt) Hit Points 10 (1d8+2) Speed 30 ft.

STR

DEX

CON

INT

WIS

CHA

11 (+0) 15 (+2) 14 (+2) 8 (-1) 15 (+2) 13 (+1) Saving Throws Wis +4, Cha +3 Skills Insight +4, Religion +1 Senses darkvision 60 ft., passive Perception 12 Languages Common, Goblin Challenge 1/2 (100 XP) Goblin Bravery. You have a worrying propensity for overconfidence in combat. When adjacent to an enemy that's larger than you, if you have no other allies within 5 feet of the enemy, your posturing, bravado, and cussing grant advantage on melee attacks against that enemy. Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than 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.

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. War Priest. Your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. 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 cleric spells prepared: Cantrips (at will): guidance, sacred flame, spare the dying 1st level (2 slots): cure wounds, divine favor, guiding bolt, inflict wounds, shield of faith

Actions Dogslicer (scimitar). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage. Knife (dagger). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage. Javelin. Melee or Ranged Weapon Attack: +2 to hit, range 30/120 ft., one target. Hit: 3 (1d6) 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.

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 clean in public (especially when he leaves the village). She thinks his use of alchemy is very clever, and while she loves 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.

Things go boom when Mogmurch throws, Much more fun than using bows. Sometimes where the boom boom blows Is not my fault—that's how it goes.

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

Male goblin artificer (alchemist) 1 Small humanoid (goblinoid), neutral evil Armor Class 14 (leather armor) Hit Points 10 (1d8+2) Speed 30 ft.

STR

DEX

CON

INT

WIS

CHA

8 (-1) 17 (+3) 15 (+2) 15 (+2) 8 (-1) 10 (+0) Saving Throws Con +4, Int +4 Skills Medicine +1, Nature +4, Sleight of Hand +5 Senses darkvision 60 ft., passive Perception 11 Languages Common, Goblin Challenge 1/2 (100 XP) Alchemist's Satchel. You have crafted an Alchemist's Satchel, a bag of reagents that you use to create a variety of concoctions. The bag and its contents are both magical, and this magic allows you to pull out exactly the right materials you need for your alchemical acid, alchemical fire, or smoke stick, described below. After you use one of those options, the bag reclaims the materials. If you lose this satchel, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of leather, glass, and other raw materials. Alchemical Acid. As an action, you can reach into your Alchemist's Satchel, pull out a vial of acid, and hurl the vial at a creature or object within 30 feet of you (the vial and its contents disappear if you don't hurl the vial by the end of the current turn). The vial shatters on impact. A creature must succeed on a DC 12 Dexterity saving throw or take 1d6 acid damage. An object automatically takes that damage, and the damage is maximized.

Alchemical Fire. As an action, you can reach into your Alchemist's Satchel, pull out a vial of volatile liquid, and hurl the vial at a creature, object, or surface within 30 feet of you (the vial and its contents disappear if you don't hurl the vial by the end of the current turn). On impact, the vial detonates in a 5foot radius. Any creature in that area must succeed on a DC 12 Dexterity saving throw or take 1d6 fire damage. Bouncy. Your bones, flesh, and skin are a bit more elastic than those of most goblins—when you fall, you tend 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 your level. Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than 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. Magic Item Analysis. Your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting identify with this class feature. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. Smoke Stick. As an action, you can reach into your Alchemist's Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can't do so again for 1 minute.

Actions Club. Melee Weapon Attack: +1 to hit, reach 5 ft., one 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 Male goblin sorcerer (wild mage) 1 Small humanoid (goblinoid), neutral evil Armor Class 13 Hit Points 7 (1d6+2) Speed 30 ft.

STR

DEX

CON

INT

WIS

8 (-1) 17 (+3) 13 (+1) 9 (-1) 12 (+1)

CHA 15 (+2)

Saving Throws Con +3, Cha +4 Skills Arcana +1, Deception +4 Senses darkvision 60 ft., passive Perception 11 Languages Common, Goblin Challenge 1/2 (100 XP) Foul Belch. Once per long rest, as an action, you can force a particularly odious belch at a single opponent within 5 feet. The character affected must make a DC 12 Constitution save or be poisoned for 1d6 rounds. Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than 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.

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. Tides of Chaos. You can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again. Any time before you regain the use of this 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 feature. 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 you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect. Spellcasting. You are a 1st-level spellcaster. Your spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). You have the following sorcerer spells prepared: Cantrips (at will): acid splash, create bonfire (XGtE), minor illusion, shocking grasp 1st level (2 slots): burning hands, shield

Actions Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning 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.

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 battle, he enters a frothing frenzy and screams at the top of his lungs. However, his resemblance to a toad (even his voice is deep for a goblin) and prowess make him a valued member of the Licktoad tribe.

Jubbol bash and Jubbol kill, Jubbol chop and blood will spill, Jubbol stab you through and through, All things Jubbol love to do!

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

Male goblin barbarian 1 Small humanoid (goblinoid), neutral evil Armor Class 16 Hit Points 15 (1d12+3) Speed 30 ft.

STR

DEX

CON

INT

WIS

CHA

15 (+2) 16 (+3) 16 (+3) 8 (-1) 10 (+0) 8 (-1) Saving Throws Str +4, Con +5 Skills Intimidation +1, Survival +2 Senses darkvision 60 ft., passive Perception 10 Languages Common, Goblin Challenge 1/2 (100 XP) Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than 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. Killer. You made your first kill at a very young age and found the task of war or murder to your liking. You either take particular pride in a well-placed blow, or find vile pleasure in twisting the blade to maximize your target's pain. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

Unarmored Defense. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. Rage. In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following effects if you aren't wearing heavy armor: You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged twice, you must finish a long rest before you can rage again.

Actions Horsechopper (halberd). Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10+2) slashing damage. Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage. Knife (dagger). Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (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, anyway). He would be derided by his tribe-mates for these abnormalities if it weren't for his bad habit of following 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.

Leadfinger's mighty swing and bash Surely beats those good guys' ass. When they see his shining steel, All they can do is simply squeal.

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

Male goblin paladin 1 Small humanoid (goblinoid), neutral evil Armor Class 16 (scale mail, shield) Hit Points 13 (1d10+3) Speed 30 ft.

STR

DEX

CON

INT

WIS

CHA

14 (+2) 10 (+0) 16 (+3) 8 (-1) 10 (+0) 15 (+2) Saving Throws Wis +2, Cha +4 Skills Deception +4, Medicine +2, Religion +1 Senses darkvision 60 ft., passive Perception 10 Languages Common, Goblin Challenge 1/2 (100 XP) Divine Sense. The presence of strong good registers on your senses like a noxious odor, and powerful evil rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than 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. Lay on Hands. Your blessed touch can heal wounds. You have a pool of healing power that replenishes when 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 power from the pool to restore a number of hit points 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 target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. Ugly Swine. You are a repulsive little freak whose origins are unclear. Your head is small for a goblin and your mouth oddly narrow, allowing you to pass in urban environments as an unidentifiable mongrel, providing you keep a low profile. However, if examined closely, your goblin origins are revealed. You gain proficiency in the Deception skill, and have advantage on skill checks made to disguise yourself as a member of another race.

Actions Bastard sword. Melee Weapon Attack: +4 to hit, reach 5 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 insult and taunt opponents while encouraging her companions. She feels uncomfortable outside of water and prefers to be soaking wet at all times.

Mevis dance and Mevis sing. Mevis lash and whip cut stings! Mevis shriek and laugh with glee. Kill you dead, then Mevis feed!

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-andbone 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 Female goblin bard 1 Small humanoid (goblinoid), neutral evil

Armor Class 17 (studded leather, shield) Hit Points 10 (1d8+2) Speed 30 ft., swim 20 ft.

STR

DEX

CON

INT

WIS

CHA

12 (+1) 17 (+3) 14 (+2) 8 (-1) 8 (-1) 15 (+2) Saving Throws Dex +5, Cha +4 Skills Acrobatics +5, Athletics +3, Perception +1, Performance +4 Senses darkvision 60 ft., passive Perception 11 Languages Common, Goblin Challenge 1/2 (100 XP) Bardic Inspiration. You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled. it is lost. A creature can have only one Bardic Inspiration die at a time. You can use 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.

Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than 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. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. 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 would have to snag overhanging branches with a vine 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 on skill checks involving swimming. You also gain proficiency with a whip. Spellcasting. You are a 1st-level spellcaster. Your spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). You have the following bard spells prepared: Cantrips (at will): friends, vicious mockery 1st level (2 slots): cure wounds, dissonant whispers, heroism, unseen servant

Actions Twisty vine (whip). Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4+3) slashing damage. Knife (dagger). Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage. Javelin. Melee or Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 4 (1d6+1) 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.

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 instead of shrieks of joy. She prefers stalking opponents and attacking from ambush. She is the twin sister of Reta Bigbad, and often tests her sister's awareness with a quick shot to the knee.

Stumpbiter hide and sneak about, Licktoad tribe's very best scout. Ambush, shoot dead, slice up too. Throw in pot and cook for stew!

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

Female goblin ranger 1 Small humanoid (goblinoid), neutral evil Armor Class 14 (leather) Hit Points 12 (1d10+2) Speed 30 ft.

STR

DEX

CON

INT

WIS

CHA

12 (+1) 17 (+3) 14 (+2) 8 (-1) 15 (+2) 8 (-1) Saving Throws Str +3, Dex +5 Skills Nature +1, Perception +4, Stealth +5, Survival +4 Senses darkvision 60 ft., passive Perception 14 Languages Common, Goblin Challenge 1/2 (100 XP) Balloon Headed. Your head is particularly wide and large, even for a goblin. You gain proficiency in the Perception skill. Any skill checks that require you to squeeze your head through a tight space are made with disadvantage. Color Thief. Your skin is an odd tint that somehow absorbs background colors. Maybe because you drank a lot of potions. Maybe because you've been blessed by the barghests. Maybe because you're just better than the other boring goblins. In any case, you have advantage on Dexterity (Stealth) checks, providing you wear only light armor or no armor. Favored Enemy. You have significant experience studying, tracking, hunting, and even talking to two types of humanoid enemies: goblinoids and humans. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than 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. Natural Explorer. You are particularly familiar with the swamp environment and are adept at traveling and 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 using a skill that you're proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits: Difficult terrain doesn't slow your group's travel. Your group can't become lost except by magical means. Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. If you are traveling alone, you can move stealthily at a normal pace. When you forage, you find twice as much food as you normally would. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

Actions Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage. Broken dogslicer (shortsword). Melee Weapon Attack: +5 to hit, reach 5 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.

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

Male goblin druid 1 Small humanoid (goblinoid), neutral evil Armor Class 14 (leather) Hit Points 13 (1d10+3) Speed 30 ft.

STR

DEX

CON

INT

WIS

CHA

14 (+2) 14 (+2) 14 (+2) 10 (+0) 15 (+2) 8 (-1) Saving Throws Int +2, Wis +4 Skills Animal Handling +4, Nature +2 Senses darkvision 60 ft., passive Perception 12 Languages Common, Goblin Challenge 1/2 (100 XP) Advantageous Distraction. Like most goblins, you're 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.

Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than 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. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. 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 spells prepared: Cantrips (at will): control flames (XGtE), produce flame 1st level (2 slots): animal friendship, earth tremor (XGtE), longstrider

Actions Sickle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage. Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) 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.