The spoak are interested in hidden knowledge in the grove, and they spend their days searching for food, secrets of nature and new ways to express themselves in art
Spoak Tribalist
Small goblinoid, lawful neutral
Armor Class 16 (spiderhair armor)
Hit Points 16 (3d8 + 3)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
8 (-1) | 18 (+3) | 12 (+1) | 14 (+2) | 12 (+1) | 8 (-1) |
Skills Athletics +5, Intimidation
Senses passive perception 11
Languages Common, Goblin
Challenge 1/2 (100 XP)
Ambush. If the Spoak tribalist hits a creature that has not had a turn in combat, it deals another 4 (1d6) damage of the weapon’s damage type.
Nimble Escape. you can use the Disengage and Hide action as a bonus action.
ACTIONS
Bow. Ranged Weapon Attack: +5 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) piercing damage.
Spoak Dedication
The Spoak tribe values exploration above all. Their intrigue with what secrets nature holds motivates them to travel large distances. Although the tribe functions due to help of other tribes, such as the Karthuk for food and the Agrr for weaponry, it tries to be selfsufficient. The Spoak creed is clear; ‘explore the unexplored’, which is why they know the most about the crystal grove and its danger, but struggle to make ends meet in when hunting fails.
Spiderriding
Spiderriding is a rite of passage for the Spoak, most starting at the age of 2 to befriend one of the hatchlings, to raise it as your trusty companion and to care for it. when it is fully grown, the goblin must perform its First Ride, which signifies the maturing of the goblin within the tribe.
After rigorous training, the goblin will be tested once more.
Their view on the spiders are as a tool, however. Rarely does a Spoak goblin care for their beast.
Spoak Tactics
The Spoak tribe has learned to use the spider’s abilities well in their hunting. They strike swift and precise. They have learned to use the spider’s abilities to their advantage, usually webbing a target before launching a load of arrow into the webbed target.
Spoak Spiderrider
Small goblinoid, lawful neutral
Armor Class 15 (spiderhair armor)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
8 (-1) | 16 (+3) | 14 (+2) | 16 (+3) | 12 (+1) | 8 (-1) |
Skills Stealth +5, Perception +3
Senses passive perception 13
Languages Common, Goblin
Challenge 3 (700 XP)
Ambush. If the Spoak Spiderrider hits a creature that has not had a turn in combat, it deals another 7 (2d6) damage of the weapon’s damage type.
Crystal Mohawk. The Spoak Spiderrider 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 Spoak Spiderrider makes two Bow attacks or two shortsword attacks.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d6 + 3) piercing damage.
Spidervenom Arrows. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit 7 (1d6 + 3) piercing damage and 9 (2d8) poison damage.
Spoak Rituals
The Spoak tribe holds but a few rituals, but of sheer importance to the tribe. The First ride signifies the goblin’s yourney to maturity. It is the start of the goblin’s training and the preparation for the most important event in a Spoak’s life;
The Test of Worth. During this trail, multiple goblins born in the same year must travel to the heart of the Hixya Crystal and come back. In this time, they must hunt a dangerous creature and uncover secrets of nature. The goblin’s value within the tribe will be decided upon what it brings back from its trial.
Escape
The trial is dangerous and not all goblins make is back, or want to go back. To some, it is hard to live under the guise of no emotion and prefer to live among the animals. they use the trial to escape from the tribe. Deserter’s like these are only helped by the Kartuk but are looked down upon by all other goblin tribes.