Вы находитесь на странице: 1из 2

Goblins of Krynn

Goblins are small (~4 ft. tall), stooped creatures with reddish,
warty skin. They have heavy brows, flat noses, large droopy
ears, wiry gray-black hair, and vaguely bat-like faces. Their
yellow eyes gleam in dim light and and they many small
sharp teeth. Their backs are usually hunched, with long
scrawny limbs. They are bowlegged. They dress in a filthy
and tattered motley of whatever they can scavenge. They
often adorn themselves with small animal bones.
Goblins are an overbearing, aggressive and covetous race.
They live in primitive and brutal societies, where the
strongest and meanest rule. Goblin leaders are called Rurka
(or if more prominent Murza). A tribe is called an Aul. Their
villages are filthy, mud-strewn affairs and usually include
warrens beneath the surface. Goblins are driven by their
instincts to fight, kill and take.
Some Goblins leave their traditional lifestyle and dwell
among more civilized races. These outcasts are called Donek
(or Sikket'hul in the elven tongue). In the past they were
fervent worshipers of the dark goddess Takhisis, whom they
dubbed Mwarg. Since their devastating defeat in the wars of the first age, Goblins no longer worship her
though they greatly fear her.
The land of Throt is a Goblin kingdom located east of the Dargaard Mountains, north of Newsea, and
southwest of the Forest of Throtl. It is a cold moorland, known for its stinking bogs and heavy mists. Founded
after the Cataclysm by Khara Warbringer. It's capital is the sinking city of Throtl. The current King Throt is
Gorm Two-faced, a monstrous two-headed goblin chieftain.

Goblin
Small humanoid (goblinoid), neutral evil
Armor Class 15*/13 (Leather Armor, Shield*)
Hit Points 7 (2d6)
Speed 30 ft.
Initiative +1
STR 8 (-1), DEX 14 (+2), CON 10 (+0), INT 10 (+0), WIS 8 (-1), CHA 8 (-1)
Skills Stealth +6
Senses Darkvision 60 ft., Passive Perception 9
Languages Common, Goblin
Challenge (50 XP)
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Actions
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.
Short Bow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.

Goblin Captain (Rurka)


Small humanoid (goblinoid), neutral evil
Armor Class 17*/15 (Chain Shirt, Shield*)
Hit Points 21 (6d6)
Speed 30 ft.
Initiative +2
STR 10 (+0), DEX 14 (+2), CON 10 (+0), INT 10 (+0), WIS 8 (-1), CHA 10 (+0)
Skills Stealth +6
Senses Darkvision 60 ft., Passive Perception 9
Languages Common, Goblin
Challenge 1 (200 XP)
Martial Advantage. Once per turn, the Goblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack
that is within 5 ft. of an ally of the Goblin that isn't incapacitated.
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Actions
Leadership (1/day). For 1 minute, all allied Goblins within 30 ft. add 1d4 to attack rolls and saving throws.
Multiattack. The Goblin makes two weapon attacks, the second has disadvantage.
Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d8) piercing damage.
Short Bow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.

Goblin Bombs
Goblin Bombs are small, spiked metal orbs
containing a gelatinous and volatile agent.
Goblin Bomb. Ranged Weapon Attack: +4 to
hit, range 20 ft., one target. Hit: 2 (1d4) fire
damage.
On hit, target takes 1d4 fire damage at the start
of each turn. The effect may be ended by using
an action to make a DC 10 Dexterity check.
Goblins carry no more than one bomb.