Goblin Swordsman

Small Goblin, Front Infantry, Lawful Evil

Armor Class 16 (Skrap Armor + Znarcisheld)
Hit Points 32 5d8+10
Speed: 25 ft

STR

14
( +2 )

DEX

12
( +1 )

CON

14
( +2 )

INT

12
( +1 )

WIS

8
( -1 )

CHA

7
( -2 )

Saving Throws Strength (+4) Constitution (+4)
Skills According to Overall Abilities
Strength
Athletics (+4)
Endurance (+4)
Dexterity
Stealth (+3)
Reflex (+3)
Constitution
Fortitude (+4)
Hardiness (+4)
Intelligence
Nature (+3)
Investigation (+3)
Senses Redvision
Languages Common, Goblin, Orcish
Challenge Rating 1
Proficiency Bonus +2

Description

Goblin Swordsmen are the common soldiers within the ranks of their tribes, and are the backbone of small Irith armies. In their efforts to defeat their enemies, they will move to invariably try new techniques and attack differently in almost every scenario. If there has been any previous victory claimed with a particular method, Goblins will likely try to emulate its features as impeccably as possible.   Goblin Swordsmen are Level III Irithi.   Gear: Pin-kraz (Longsword), Skrap Armor (Medium), Znarcisheld (Shield), 15 SP.

Ideals

Valor. (Lawful) In whatever way they can, Goblin soldiers seek to prove their self-worth and often put the clan's goals before their own.

Bonds

Discipline. (Fearless) Despite their small stature, Goblin Swordsmen have the capacity to form a true fighting army that can withstand the chaos of battle.

Flaws

Size. (Fear) Even though Goblins are more than capable of harboring their own war machine, they are often pushed to serve the whims of stronger creatures.

Suggested Environments

Goblins tend to thrive in dark places and environments of despair. Their common locations are often mountain sides or caverns, in addition to underground fortresses or abandoned mines. Goblin Swordsmen tend to be found in places with an organized military authority or a central industry. In that sense, it will limit their environment to the locations of most Greenskin leaders.


Unique Traits.
Regimented. Swordsmen deal extra damage against their targets if they are within five feet of their allies. Their allies must not be incapacitated or prone. Swordsmen deal an extra of 5 slashing damage.

Actions

Pin-kraz. (Longsword) +4 to hit, single target. 5 ft. range, 9 2d6+2 Slashing damage.


Created by

IrishCatholic14.

Statblock Type

NPC Sheet

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