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Agrr Tribe Leader

Small goblinoid, lawful neutral

Armor Class 18 (plate)
Hit Points 44 (8d6 + 16)
Speed 30 ft.

STRDEXCONINTWISCHA
19 (+4)8 (-1)14 (+2)15 (+2)10 (0)12 (+1)


Skills Athletics + 7, Intimidation +4, Persuasion+4
Senses  Darkvision 60 ft.,passive Perception 10
Languages Common, Goblin
Challenge 4 (1100 XP)

Impose. The Agrr Tribe Leader has advantage on attack rolls against creatures it has grappled.

Crystal Mohawk. The Spoak Tribe Leader can cast the light cantrip without using components. The light originates from the crystal mohawk.

Nimble Escape. You can use the Disengage and Hide action as a bonus action.

ACTIONS

Multiattack. The Agrr Tribe Leader makes three attacks, one with its hook and two with its Baton.

Hook Melee Weapon Attack: +7 to hit, reach 20ft., one target. hit: 8 (1d6+4) piercing damage and 4 (1d6) lightning damage. if the target is large or smaller, it must succeed on a DC 14 Strength saving throw or be pulled up to 5 feet from the Agrr Tribe Leader.

Baton Melee Weapon Attack: +7 to hit, reach 5ft., one target. hit 9 (1d8+4) bludgeoning damage and 5 (1d8) lightning damage.

Get Whats Yours! (Recharge 5-6). The Agrr Tribe Leader inspires its allies to grapple their enemies.
Each ally of the Agrr Tribe Leader can use its reaction to attempt to grapple one creature within range.

Agrr Values

Agrr tribesmen do anything for the best materials. There is no law but riches, according to the Agrr. This has caused them to become sneaky in the making of their weaponry and armor, not showing it to its neighbors. Mistrust is big among the Agrr.

Tribal Leader

Although the individual goblin wants riches, no one can deny the wealth of the Tribal leader. the tribal leader flaunts its wealth and can only be relieved of its position if a goblin becomes richer. This sheer amount of valuables inspires the Agrr to take whatever they need for their next big project.

Spoak Spidermage

Small goblinoid, lawful neutral

Armor Class 12
Hit Points 33 (6d8 + 6)
Speed 30 ft.

STRDEXCONINTWISCHA
8 (-1)15 (+2)12 (+1)8 (-1)12 (+1)8 (-1)


Skills Intimidation +3*
Senses  Darkvision 60 ft., passive Perception 11
Languages Common, Goblin
Challenge 2 (450 XP)

Impose. The Agrr Tribalist has advantage on attack rolls against creatures it has grappled.

Nimble Escape. you can use the Disengage and Hide action as a bonus action.

ACTIONS

Pickaxe. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 6 (1d6 + 3) piercing damage and 4(1d6) acid damage.

Acid Spray (Recharge 5/6). The Agrr Afflicted spits acid in a line that is 30 feet long and 5 feet wide.
Each creature in that line must make a DC 13 Dexterity saving throw, taking 14 (4d6) acid damage on a failed save, or half as much damage on a successful one.

Agrr in combat

The Agrr have great weapons and a clear love for smithing, but lack any tactical advantage due to their inability to work together. The way they go about fighting is run in and defend your craft.

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