The story of the mad trapmaker is known by most goblins. The goblin, formerly called Brigks, tried to control the influence of the crystal by scientific research. After his research proved to work on rats, he wanted goblin trials, but no one came running. He attempted the experiments on himself and with time, he became less and less of what he once was. Now, he only serves as a children’s tale; but only a few of those unfortunate enough know it is no myth.
No one knows why the mad scientist turned to the making of traps, although many cynics believe he captured goblins to continue his mad experiments. What is known still is that with time, there are new and improved traps found, showing its work is not yet finished.
Joy in Pain
Crazy Brikkle Trapmaker has endured so much mutilation and pain that it no longer has other emotions. Although misunderstood, the creature wishes to share its feelings by letting others experience what it has inflicted upon itself all that time ago.
Crazy Brikkle Trapmaker’s influence is not seen with ease; rather felt.
Lair and Traps
In Brikkle’s lair, he employs the use of many traps. his favorite traps are ones that are obvious, but seem smaller than they are. For example an open pit trap, but half its size is covered, trapping investigating creatures inside.
On initiative count 20 (losing initiative ties), Crazy Brikkle Trapmaker can take one lair action to cause one of the following effects; Crazy Brikkle Trapmaker can’t use the same effect two rounds in a row.
- Two bear traps spawn on a location of Crazy Brikkle Trapmaker’s choice. They are chained to the ground.
- A 10 by 10 foot square area gets covered in caltrops. Each creature that starts witjin the location or moves through it must succeed on a DC 13 Dexterity saving throw or take 1 piercing damage and have their movement speed reduced to 0 until the creature is magically healed or when it takes an action to pull the caltrops out.
- A swarm of insects burrows up and is added to the initiative order.
Crazy Brikkle Trapmaker
Small humanoid (goblin), chaotic evil
Armor Class 16 (leather armor, shield)
Hit Points 45 (10d6 + 10)
Speed 40 ft., climb 30 ft.
|8 (-1)||17 (+3)||13 (+1)||15 (+2)||9 (-1)||13 (+1)|
Skills Perception +1, Stealth +5
Saving Throws Dexterity +5
Damage Resistances cold, fire
Senses darkvision 60 ft. passive Perception 11
Condition Immunities charmed, poisoned
Languages Common, Goblin
Challenge 5 (1800 XP)
Innate Spellcasting. Crazy Brikkle trapmaker can cast Hex once a day. Intelligence is its spellcasting ability.
Crystal Mohawk. Crazy Brikkle trapmaker can cast the light cantrip without using components. The light originates from the crystal mohawk.
Nimble Escape. Crazy Brikkle trapmaker can use the Disengage and Hide action as a bonus action.
Crazy Shot. Ranged Weapon Attack: +5 to hit, range 120/240ft., one target. Hit 6 (1d6 + 3) piercing damage. The creature must succeed on a DC 13 Wisdom saving throw or it becomes crazy for a moment and is considered to be under the effects if the confusion spell until the end of its next turn.
Crazy Brikkle Trapmaker can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Crazy Brikkle Trapmaker regains spent legendary actions at the start of its turn.
Reposition. Crazy Brikkle Trapmaker moves up to his movement speed and activates one trap if he so chooses.
Shoot. Crazy Brikkle Trapmaker makes one crazy shot attack.