Any creature transfigured or reborn into the body of a goblinkin (such as through consecution) is likewise free of the curse. A goblinkin born within 100 miles of a Luxon beacon does not inherit the curse.The curse can be broken, but it is nearly impossible for a goblinkin to do so on their own. Goblins are specifically prodded toward wanton malice (neutral evil). Though Bane was defeated by Melora in one of the final battles of the Calamity and banished beyond the Divine Gate, all three races of goblinkin are still affected by the curse of strife, which allows Bane's voice to prey on their minds and compel them to evil. The Ki'Nau fled and the site was left in ruins. However, around 535 PD, Gruumsh-worshipping goblins stormed the Lushgut Forest and desecrated Sepesca, the Ki'Nau's holiest of burial temples, where Melora's blood was said to have spilled before the Divergence. In the first centuries after the Calamity, the goblinkin tribes of Xhorhas were mostly confined to that region of Wildemount: Uk'otoa guarded the waters to the south for the Ki'Nau, and the surviving dwarves of Grimgolir prevented any tribes from moving to the west. The goblins left behind there have run wild across the Rifenmist Peninsula and even into the rest of Tal'Dorei for centuries. īane and his goblinoid legions repeatedly clashed with Melora and her followers, and she finally defeated him in the south of the continent now called Tal'Dorei. As the war raged on, even those loyal to him were corrupted to fill the ranks. When Bane needed skirmishers, he twisted some dranassar slaves into goblins for other roles he created hobgoblins and bugbears. Those who opposed him were bent to his will and were corrupted first. Many of them, enthralled by Bane's power, followed him willingly, and their capital of Ghor Dranas became the seat of the Betrayer Gods' power. They are numerous and can be found in most places on Exandria.Īppearance History ĭuring the Calamity, the evil god of war and conquest, Bane, the Strife Emperor, revealed himself to the dranassar, a strong, cunning, multitudinous race of humanoids then living in what is now Xhorhas. Hit: 5 (1d6+2) piercing damage.Goblins are a race of goblinoids. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 21 (6d6) slashing damage, or 10 (3d6) if the goblin swarm has half of its hit points or fewer. Melee Weapon Attack: +4 to hit, reach 0 ft., one in the swarm’s space. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. If the goblin swarm has half of its hit points or fewer, it cannot make more than two attacks on its turn. It cannot make more than three attacks on its turn. The goblin swarm cannot make more than one slashes attack on its turn. Against a target in the swarm’s space, the goblin swarm can make one slashes attack. Against non-adjacent targets, the goblin swarm can make up to three shortbow attacks. Against creatures adjacent to the goblin swarm’s space, the goblin swarm can make up to three scimitar attacks. A creature in the goblin swarm’s space treats the goblin swarm’s space as difficult terrain. The goblin swarm can’t regain hit points or gain temporary hit points. The goblin swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Small humanoid. The goblin bomber can take the Disengage or Hide action as a bonus action on each of its turns. Senses darkvision 60 ft., passive Perception 9 STR 14 (+2), DEX 14 (+2), CON 10 (+0), INT 10 (+0), WIS 8 (-1), CHA 8 (-1)ĭamage Resistances bludgeoning, piercing, slashingĬondition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned Large swarm of Small humanoids (goblinoids), neutral evil
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