Artwork for Groblins

Character

Groblins

Created by death fang

Born from the chaotic collision of two realms during a failed summoning ritual in the Shattered Peaks, Groblins emerged as living proof that mistakes can sometimes birth something extraordinary—though rarely welcome. Their goblin heritage grants them cunning and territorial instincts, while their gremlin blood endows them with an almost supernatural affinity for sabotage and mischief that borders on magical. As outcasts from both parent species, Groblings discovered that survival meant becoming masters of deception, operating in the shadows where neither pure-blooded goblins nor gremlins would think to look. Their natural talent for sleight of hand and lock-picking made the roguish path feel less like a calling and more like an inevitability, a way to turn their inherent trickster nature into something profitable. Hunted by superstitious goblin clans who viewed them as abominations and avoided by gremlin colonies who found them too unpredictable even by their chaotic standards, Groblins learned that trust was a luxury only the foolish indulged in. Now they drift between criminal enterprises and mercenary work, their dual nature making them invaluable to those desperate enough to hire creatures that no one else will touch.

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At a glance

What this public profile contains

This view-only profile includes a creator-written description; 12 labeled detail fields; 6 structured sections; 1 artwork image supplied by the creator.

Creation type
Character
Shared by
death fang
Connected worlds
0
Detail fields
12
Profile sections
6
Artwork images
1

Details

Type
Fey
Class
Rogue
Alignment
Chaotic Neutral
Size
Small
Armor class
15
Hit points
45
Speed
30
Challenge
3
Experience
700
Languages
Common, Goblin, Sylvan
Senses
Darkvision 60 ft., Passive Perception 11
Skills
Stealth, Sleight of Hand, Deception, Acrobatics

Biography

Born from the chaotic collision of two realms during a failed summoning ritual in the Shattered Peaks, Groblins emerged as living proof that mistakes can sometimes birth something extraordinary—though rarely welcome. Their goblin heritage grants them cunning and territorial instincts, while their gremlin blood endows them with an almost supernatural affinity for sabotage and mischief that borders on magical. As outcasts from both parent species, Groblings discovered that survival meant becoming masters of deception, operating in the shadows where neither pure-blooded goblins nor gremlins would think to look. Their natural talent for sleight of hand and lock-picking made the roguish path feel less like a calling and more like an inevitability, a way to turn their inherent trickster nature into something profitable. Hunted by superstitious goblin clans who viewed them as abominations and avoided by gremlin colonies who found them too unpredictable even by their chaotic standards, Groblins learned that trust was a luxury only the foolish indulged in. Now they drift between criminal enterprises and mercenary work, their dual nature making them invaluable to those desperate enough to hire creatures that no one else will touch.

Attributes

Strength

10, modifier 0

Dexterity

18, modifier 4

Constitution

14, modifier 2

Intelligence

14, modifier 2

Wisdom

12, modifier 1

Charisma

10, modifier 0

Actions

Sneaky Strike

Make a melee attack with a dagger. On hit, deal 1d4 + 4 piercing damage and gain advantage on the next attack against the same target.

Sabotage

Choose an object within 30 ft. Make a Dexterity check (DC 15). On success, the object is rendered non-functional for 1 minute.

Shadow Step

Teleport up to 30 ft. to an unoccupied space you can see. You gain advantage on your next attack after teleporting.

Trickster's Trap

Set a magical trap in a 10 ft. radius. Creatures entering must succeed on a DC 15 Dexterity saving throw or take 2d6 damage and be restrained until the end of their next turn.

Abilities

Cunning Escape

Once per turn, Groblings can use their bonus action to disengage or hide.

Mischief Maker

Groblings have advantage on checks to create distractions or cause minor chaos.

Saving throws

strength

0

dexterity

6

constitution

2

intelligence

4

wisdom

1

Damage resistances

Poison

Psychic

Public creation

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