One unfortunate night as you lay asleep… you died. You end up being reincarnated to the land of Hyrule as you find out. You will find that you are not the only one who was pushed into this world, there are more out there. All of this, and at the same time, Ganondorf is at it again with a new plan to take over the land of Hyrule. Yet in the distance, a new Hero of Time makes his way across the land, standing up against evil. Will you help The Hero of Time or live your own life?
Played | 9 times |
Cloned | 1 times |
Created | 27 days ago |
Last Updated | Yesterday |
Visibility | Public |
Description
Elite frontline foot soldiers of the Fantasy Pirates, Goblin Knights are scrappy, resourceful, and fiercely loyal goblins clad in patchwork enchanted armor. They wield curved shortswords, stubby lances, or tricked-out shields with chaotic tactics and magical goblin bombs, defending their crew with fanatical fervor.
Size | Small |
Type | Humanoid |
CR | 2 |
XP | 450 |
Languages | Common, Goblin |
Armor Class | 12 |
HP Range | 20 - 30 (Avg: 25) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Goblin Bomb (Recharge 6)
The Goblin Knight throws a magical bomb at a point within 20 feet. Each creature in a 10-foot radius must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much on a success.
Shortsword
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Trick Shield (Recharge 5-6)
The Goblin Knight activates their shield to unleash one of the following effects: Firebolt (range 30 ft., 1d8 fire damage), Deploy Spikes (melee attack, +4 to hit, 1d6 piercing damage), or Explode (15 ft. radius, DC 13 Dexterity save, 3d6 fire damage on a failed save, half on success).