Goblin, Dark blade

(Generated 78 times)
Namelist None
Tags
Rank Skilled
Race Goblin
Cult rank None
Notes Standing 60 to 120 cm, These nasty little monsters delight in swarming other humanoids which they then eat. Goblins primarily haunt the frontier lands where the military doesn't have a strong presence. Individually they are not very threatening and are considered the weakest of monsters. However, their numbers grow fairly quickly due to their ability to come into maturity at an accelerated rate, making them a rapidly increasing threat if not dealt with quickly. Goblins are commonly found in caves and rely on attacking or stealing from settlements to sustain themselves, including the raw flesh of sapient species. The place a group of goblins are living together in is referred to as a 'goblin nest'. Goblins are an all-male species, but possess the ability to breed with any race with the pregnancy always resulting in goblin children. Even within the span of one week, a single captive can be forced to birth several new goblins. As such, women are among what they take from settlements to use for breeding until their eventual deaths at the hands of their goblin captors. Goblins have an excellent sense of smell, especially when it comes to prey. They can even smell metal, making them dangerous to anyone wearing metal armour. They also have excellent night vision; if they detect any light in their nest, they know there are intruders. Occasionally a birthing of a larger, stronger and smarter goblin, a hobgoblin is smuggled off and a new nest is started with it as the leader. If found the fledgling will be surely killed out of fear of a challenge of leadership. This Goblin has a level of cunning than greater than other goblins, sulking in the shadows.
CreatorSFLucid
Stats
STR 2d6+6
CON 2d6+6
SIZ 1d3+9
DEX 1d6+12
INT 2d6+6
POW 1d6+6
CHA 1d6+6
D20Hit locationArmor
01-03 Right leg 1d3+1
04-06 Left leg 1d3+1
07-09 Abdomen 1d3+2
10-12 Chest 1d3+2
13-15 Right Arm 1d3+1
16-18 Left Arm 1d3+1
19-20 Head 1d3+3
Attributes
Movement 7
Natural armor No

Non-random features

ListFeature
Basic Poison Spreading Paralysis: Condition: Location hit cannot be used for the duration, spreads to a nearby location once per mr until resisted Mythras pg 75
Combat Style Trait- Close Combat ***Assassination*** Allows the user access to the normally restricted 'Kill Silently' special effect.
Ability ***Night Sight*** Partial darkness as illuminated and darkness as partial darkness.(Mythras Core 214-218)
Combat Style Trait- Close Combat ***Cautious Fighter*** Can use the Change Range action to automatically withdraw from engagement with no need to roll Mythras pg 89

Standard skills

Athletics STR+DEX+40 Brawn STR+SIZ+10 Conceal DEX+POW+40
Deceit INT+CHA+10 Endurance CON+CON+10 Evade DEX+DEX+50
Insight INT+POW+10 Perception INT+POW+40 Stealth DEX+INT+50
Unarmed STR+DEX+10 Willpower POW+POW+10

Professional skills

Acrobatics STR+DEX+40 Survival CON+POW+30 Track INT+CON+30

Combat styles

Goblin Dark Blades STR+DEX+40

Weapon options

1-handed weapons

Amount: 3
Poisoned Shortsword (1)
Poisoned Dagger (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 1
Short Bow (100)

Shields

Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
mod.
Natural
weapon
AP HP
Poisoned Shortsword 1h-melee 1d6+1 M S - Poisoned Y N 6 8
Poisoned Dagger 1h-melee 1d4+1 S S - Poisoned Y N 6 8