Karthuk stat blocks and Tactics
The Karthuk aren’t keen on harming living beings, and generally only fight in self defense. Their bond with a Giant Ant colony grants them access to their tunnels for safety.
Karthuk Tribalist
Small goblinoid, chaotic good
Armor Class 15 (ant armor)
Hit Points 16 (3d8 + 3)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
8 (-1) | 13 (+1) | 12 (+1) | 16 (+3) | 12 (+1) | 8 (-1) |
Skills Animal Handling +3
Senses passive perception 11
Languages Common, Goblin
Challenge 1/2 (100 XP)
Innate Spellcasting. The Karthuk Tribalist can cast Speak with animals once a day. Intelligence is its spellcasting ability.
Nimble Escape. you can use the Disengage and Hide action as a bonus action.
ACTIONS
Antvenom-Covered Spear. Ranged Weapon Attack: +3 to hit, reach 5ft., one target. Hit 5 (1d6 + 1) piercing damage. The target must succeed on a DC 10 constitution saving throw or become poisoned until the end of its next turn.
Loyalty to Nature
The Karthuk know to value their relationship with the ants, and as such they do not harvest the poison of the living ants. Only in death is when the Karthuk harvest the venom of the ants.
Ant Bond
Any Karthuk tribalist would consider the Giant Ant colony part of their tribe, resulting in a the Karthuk even sacrificing themselves for their Ant companion. If such a heroic act is done, the remaining goblins hold a session of mourning and retelling the stories of the perished goblin.
Their view of equality also restricts them from using the Giant Ants as a mount.
Karthuk Tactics
The Karthuk specialise in tunnel combat. They know the Giant Ant colony well and make use of its many pathways. The Karthuk work with the ants and use their ability to communicate with them to let them act as scouts. The Giant Ant’s climbing speed allows them to move towards good hiding places to observe and report back.
Hand of Karthuk
Small goblinoid, neutral good
Armor Class 15 (ant armor)
Hit Points 52 (8d8 + 16)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
8 (-1) | 16 (+3) | 14 (+2) | 16 (+3) | 12 (+1) | 8 (-1) |
Skills Animal Handling +3, Perception +3
Senses passive perception 13
Languages Common, Goblin
Challenge 3 (700 XP)
Innate Spellcasting. The Hand of Karthuk can cast Speak with animals once a day. Intelligence is its
spellcasting ability.
Crystal Mohawk. The Hand of Karthuk 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 Hand of Karthuk makes two spear attacks
Antvenom-coated Shorsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d6 + 3) piercing damage and 11 (2d10) poison damage.
Antvenom Arrows. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit 7 (1d6 + 3) piercing damage and 11 (2d10) poison damage.
Tribal Leader
The tribal leader of the Karthuk is one of the females, as it was a female Karthuk that first laid contact with their treasured allies; the Giant Ants. The tribal leader generally is the oldest member of the tribe, although this is not a rule.
Any female may challenge the current leader, which will be settled by a test of knowledge and character. If the new tribal leader is considered a better option by the goblins, she must then be presented to the Giant Ant Queen the colony is connected with. The Giant Ant Queen will secrete her venom, which the new candidate must drink. If she survives, she will become the new tribal leader.
The Tribal Leader is a Karthuk Ascended with the following traits:
Damage Immunities: poison
Condition Immunities poisoned
Multiattack The Ascended leader of the Kathuk tribe makes two Antvenom-coated Shortsword attacks. If possible it uses its Call of the Flora as a bonus action
Its CR rating is increased by 1