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The Agrr are the most simpleminded of the Crystalshard goblin, but do not underestimate them. the Hyxia Crystal has granted all of the goblin tribes intellect higher than most races.

Agrr Tribalist

Medium goblinoid, chaotic neutral

Armor Class 16 (chainmail)
Hit Points 16 (3d8 + 3)
Speed 30 ft.

STRDEXCONINTWISCHA
16 (+3)8 (-1)12 (+1)14 (+2)12 (+1)8 (-1)


Skills Athletics, Intimidation
Senses  Darkvision 60 ft., passive Perception 11
Languages Common, Goblin
Challenge 1/2 (100 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

Greataxe. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 10 (1d12 + 3) piercing damage.

Mine, Mine, Mine

No other goblin thribe is as greedy as the Agrr. The structure of their society is only based around the amount of wealth it has acquired. Most, althouh choose to work for other succesful goblins because independant work is risky.

Quality Work Shapes Even Gems

The crystal found in the Crystal Grove is not maliable and can not be easily shaped into the form required for weaponry. The most skilled of the Agrr tribe however use exceedingly hot temeratures to mold the crystal to their whim. Crystalshard accessories are also very rare, often inherently imbued with elemental magic. Their use of Ankheg’s helps them get to difficult places and its acid melts most minerals except for crystal.

Agrr Tactics

Agrr goblins are blunt and think practical. Anything that can be used for smithing suddenly becomes of utmost importance. Some homes in the Agrr tribe have been overrun by monsters before the tribe cared. Only when the smithees are attacked is when the Agrr rampage. They show their craftsmenship to the enemy before slashing their heads off, only to keep as new material.

Agrr Miner

Medium goblinoid, chaotic neutral

Armor Class 17 (splint armor)
Hit Points 52 (8d8 + 16)
Speed 30 ft.

STRDEXCONINTWISCHA
17 (+3)16 (+3)14 (+2)14 (+2)12 (+1)8 (-1)


Skills Athletics +6, Intimidation +2
Senses  Darkvision 60ft., passive perception 11
Languages Common, Goblin
Challenge 3 (700 XP)

Crystal Mohawk. The Agrr Miner can cast the light cantrip without using components. The light originates from the crystal mohawk.

Impose. The Agrr Miner 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

Multiattack. The Agrr Miner makes two Pickaxe attacks or uses its Explosive.

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

Explosive (recharge 5/6). The Agrr miner uses its bonus action to plant an explosive on the ground
within 5 feet of him. On subsequent turns if the goblin is within 60 feet of it, he can use his action to let the explosive explode, forcing each creature within 25 feet to attempt to evade. Each creature within the blast radius must succeed on a DC 14 Dexterity saving throw or take 33 (6d10) fire damage

Agrr Weaponry

Agrr weapon crafting has yielded one of the oddest weapon materials used in smithing; Hyxia crystal. This grants a weapon the following properties:

  • Whenever you attempt to hit a creature and roll a critical strike, you deal extra damage equal to one additional die of the weapon used.
  • For the more powerful Agrr themselves This damage always procs, and their blood invokes the magic of the blade, causing the extra die’s damage type to vary between Thunder, Lightning, Fire, Cold and Poison damage.

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