Spoak Tribe Leader
Small goblinoid, lawful neutral
Armor Class 16 (spiderhair armor, shield)
Hit Points 44 (8d6 + 16)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
8 (-1) | 19 (+4) | 14 (+2) | 16 (+3) | 10 (0) | 12 (+1) |
Skills Stealth +7, Persuasion +4
Senses passive perception 10
Languages Common, Goblin
Challenge 4 (1100 XP)
Ambush. If the Spoak Tribe leader hits a creature that has not had a turn in combat, it deals another 14 (4d6) damage of the weapon’s damage type.
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 Spoak Tribe Leader makes two attacks and uses its Webspinner’s Call if possible.
Spidervenom-coated Shorsword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 8 (1d6 + 4) piercing damage and 9 (2d8) poison damage.
Spidervenom Arrows Ranged Weapon Attack: +6 to hit, reach 5ft., one target. Hit 8 (1d6+4) piercing damage and 9 (2d8) poison damage.
Webspinner’s Call (Recharge 5-6). The Spoak Tribe Leader chooses up to three Giant Spider’s it can see. They can use their reaction to recharge their Web ability and use it.
Spoak Values
The Spoak value knowledge of nature most of all. They do not hunt for pleasure, rather for use. Although the Karthuk do not condone slaughter of animals, the Spoak’s dedication to use all parts of the slain animals is what they do respect. The Spoak provide the Karthuk with new seeds and other important resources which they find and inspect first. Discovery is the way of life for the Spoak
Spoak Emotion
The spoak are in dangerous terrain most of their life, and as such they find emotion to be a deadly distraction. Their objection to emotion stems from a great slaughter when two rivaling hunting groups were slain because of arrogance.
From that point on, emotion was seen as weakness. Emotional release was something the Spoak lacked however, so many pieces of art were produced as a sneaky way of coping.
Spoak Spidermage
Small goblinoid, lawful neutral
Armor Class 15 (spiderhair armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
8 (-1) | 15 (+2) | 12 (+1) | 17 (+3) | 12 (+1) | 8 (-1) |
Skills Stealth +5
Senses passive perception 11
Languages Common, Goblin
Challenge 2 (450 XP)
Innate Spellcasting. The Spoak Spidermage can cast pass without trace and Conjure Animals (spiders only) once a day. Intelligence is its spellcasting ability.
Spiderqueen’s Guile. The Spoak Spidermage can use its bonus action to command up to three Spider allies spend their reaction to move up to half their movement speed without provoking attacks of opportunity.
Nimble Escape. you can use the Disengage and Hide action as a bonus action.
ACTIONS
Inflict Poison. Ranged Weapon Attack: +5 to hit, reach 5ft., one target. Hit 17 (3d10) poison damage.
Spoak in combat
Ambush is the name of the game for the Spoak tribe. As a result of being i. hostile territory most of their life, they understand it is exceedingly important to have the upper hand in combat. Honor is not known among these goblins and they will shoot to kill if threatened.
In combat, they use their superior stealth to ambush their prey, forcing them into a bad situation with the improved damage on ambushes. Then the webbing gets used to prevent escape and they move in for the kill.