SNORG
small humanoid (goblin), neutral evil
companion (expert) 1st
AC: 15; HP: 14 (3D6); Initiative: +2; Senses: Darkvision 60 ft., passive Perception 10; Speed: 30 ft.
STR: 08, DEX: 14, CON: 10, INT: 10, WIS: 08, CHA: 08
Saves: DEX +4; Skills: Acrobatics +4, Athletics +1, Deception +1, Perception +1, Sleight of Hand +4, Stealth +6; Tool Proficiencies: cook's utensils, poisoner's kit; Weapon Proficiencies: simple, martial; Armor Proficiencies: light; Languages: 3- Goblin, 2- Saxon; PB: +2.
ACTIONS
Scimitar: melee weapon attack (+4 hit, reach 5 ft. one target. Hit: D6+2 slashing damage)
Shortbow: ranged weapon attack (+4 to hit, ranged 80/120 ft., one target. Hit: D6+2 piercing damage)
BONUS ACTIONS
Helpful: Help action.
Nimble Escape: Disengage or Hide.
DESCRIPTION
Snorg is your typical goblin, henchman to Obbinjar. He is cowardly and treacherous, but entirely loyal to his master, whether due to fear or due to actual affinity is unknown. He is usually left behind to tend to the party's baggage and mounts.
DESIGN NOTES
Snorg was originally an orc, but I've skinned him for this campaign as a goblin, more fitting to what his original role was as a utility NPC and comic relief. I'm using the Sidekick rules from 2014, with the exception that I treat it as a class type of its own with its own XP and level advancement. Some of the skill choices are sub-optimal on purpose.
--LM

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