Carl | The Lone Adventurer
(1 use) give an ally an extra turn.
The first time you would drop to 0hp, reset to 12hp and use Command immediately.
- Polearm.1d10+6.
(Reach 2)
- •Radiate Strike.1d8+6.
(ignores Cover, cannot be Defended or Interposed). OR:
- •Final Judgment.2d8+10.
(vs a creature who killed an ally this round)
(1 use) Choose a 2nd target for your Flame Blast.
- •Flame Blast.1d10+15.
(Range 10). OR:
- •Flamethrower.1d10+5.
(Cone 3)
(Reach 3, 1/round) Can Interpose
- Revenge.1d8+2.
(+10 more if attacked this round).
- •Call Storm.3d8.
(Range 8), also damages next closest creature
- •Beastshift.3d8.
Gain Med armour, +4 speed, and melee attackers take 6 damage this round. Vicious.
Can enter the space of other creatures. When damaged, reduce HP by 1. AoE attacks reduce HP by 2.
While in an enemy space STR 13 or Blinded
- A Thousand Bites.
AOE Range 0. HP x d6
Does not provoke Opportunity attacks.
(1/round) Spells cast at Queen Barnot are redirected at another goblin
(1/ round) A goblin ally reduced to 0HP is reduced to 1HP instead
- •Get In Here!
(1/ round) Summon 1d4 Goblin Lackeys
- •Stabby Stabby.
Move or Climb 6, 2d6+6 (or Ranged 6)
- •Get Them!
(1/ round) All goblin allies move and attack
At 40HP, immediately use Get In Here!, which summons 1d6 Goblin Lackeys from now on
At 0HP, Quenn Bargnot is dying! 20 more HP and she's dead. She throws down her weapons and surrenders, as do her allies.
Does not provoke Opportunity attacks.
Force an adjacent ally to interpose for you (1/round)
- •Command.
Command an ally to move up to 6 and attack. Then:
- •Stab.3d6+9.
(or shoot, Range 8). On crit: Other goblins are Reckless for 1 round.
Does not provoke Opportunity attacks.
When a creature misses them with a melee attack, Hack with DIS.
- Hack. 2d6+10.
(or shoot 2d6+2 Range 6)
Does not provoke Opportunity attacks.
- Stab.
1d6 (follows minion rules).
Does not provoke Opportunity attacks.
Teleport an ally to interpose for you (1/round).
- •Toxic Spit.3d6.
(Melee or Range 4) STR save DC 12 or Poisoned 1 round. OR:
- •Brittle Bone Hex.
(Range 8). WIL save DC 12, or each Action taken on next turn costs 5HP.
Does not provoke Opportunity attacks.
You automatically crit Distracted creatures: if it is adjacent to (or Taunted by) an ally, or if it cannot see you.
- •Deadly Daggers.3d6+1
- •Summon Shadows.
(1 use). Create a 4x4 area of magical darkness. Enemies here attack with disadvantage, you attack here with advantage.