Blood Goblin

Combat

Defense

DR = Damage Reduction | Passive = Passive Defense
Type Protection Passive DR
Unarmored w/ Targe
1d10+5
9
0

Attacks

Rusty Short Sword

Rusty weapons have a -2 damage and durability but cause infection on critical strikes. See infection condition in the conditions section of the game rules chapter in the player’s guide.

Accuracy Damage & Type Range/Reach Critical
3
1d6+3 Piercing/Slashing
5ft.
10

Worn Sling

Worn equipment has a -2 durability to equipment with this condition as they have not maintained it to keep its quality.

Accuracy Damage & Type Range/Reach Critical
3
1d6+4 Blunt
400ft.
10

Combat Misc.

Instincts

Instinct Total
Guts
3
Psyche
2
Reaction
2
Stamina
3

Combat Misc.

Type Total
Actions
3
Grapple
3
Initiative
2
Movement
25ft.

Abilities

Blood Horn

Using two actions, the blood goblin can blow its horn to call for reinforcements. 1d4-1 (min 1) blood goblins enter the combat in 1d4-1 (min 1) rounds.

Combat Level: 1

 

Health & Essence

Health Mental Health Essence
25
10
6

Mentality

Insanity Total
Difficulty Rating
17
Stage
7
Mental Damage
1d8

Expertise Skills

 
Expertise Skill Total
Athletics
3
Intimidate
1
Perception
2
Survival
2
One-Handed
3
Shield
4
Throwing
3
Unarmored
4


Statistics & Untrained Skills

UTS = Untrained Skill
Statistics Stat UTS
Agility
2
0
Channeling
1
0
Crafting
1
0
Fighting
4
1
Guard
4
1
Mechanical
1
0
Mental
2
0
Might
4
1
Persona
1
0
Thievery
1
0
Vitality
4
1

Spoils

Equipment & Spoils Qty.
Blood horn
1
Gomitsu (gold coins)
1d6+4
Rusty short sword
1
Sling bullets
1d20
Tribal garb
1
Worn sling
1
Worn targe
1

Languages

Brood

Vision

Normal

Misc. Info

Size Category

Small

Creature Category

Humanoid Monster

Lifespan
80 | Death: 85
Average Height
3-4ft.
Average Weight
145lbs.


Cover image: Essence and Energy Logo by Alexander Foerster
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