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Ireqwrath

Medium Goblin, Peasant-lord, Lawful Evil

Armor Class 16 (Breastplate)
Hit Points 37 5d8+15
Speed: 30 ft

STR

15
( +2 )

DEX

14
( +2 )

CON

16
( +3 )

INT

12
( +1 )

WIS

10
( +0 )

CHA

8
( -1 )

Saving Throws Constitution (+5)
Skills According to Overall Abilities
Strength
Athletics (+4)
Constitution
Fortitude (+5)
Hardiness (+5)
Senses Redvision
Languages Common, Goblin
Challenge Rating 1
Proficiency Bonus +2

Description

In nearly every Goblin settlement, there are peasants. For every peasant, there must be some kind of a Lord to them. The Goblin Ireqs call them "Boss", but ultimately they are the ones that oversee the labor and the action of what their allocation of peasants complete. Sometimes they enact various projects with them, such as taking out food or extracting resources. Other times, they may assist in the growth of the Pinshrooms, their long-distant associates. And sometimes, the Lord may make calls for violence against what they perceive as threats to the well-being of their own kin. The peasants usually comply, although not always.   The Ireqwrath is that such Lord, a filling-in on what is understood as a gap. Peasants are limited in their intellect, Ireqwraths are not. Peasants lack foresight in their own actions, typically, whereas Ireqwraths do not. This is not to say that Ireqwraths are ingenious masterminds of grand proportion, yet they do have a base of knowledge that has expanded with their growth. They are experienced leaders in some sense, and have the capacity to ensure the mission will be completed.   Ireqwraths are Level IV Irithi.   Gear: Pinkraz, Breastplate (Medium), 15 GP.

Suggested Environments

They are found in nearly every location where other Goblin tribes are present. Mountains, ruins, plains, forests, hills, and many similar environments are the homes of the Ireqwraths. Moreover, in the presence of numbers, Ireqwraths are even more likely to be found - With many of their kin in any given vicinity, there has to be a leader nearby. The Ireqwrath fills that organizational gap and makes it clear as to who is boss.


Unique Traits.
Underlings.
Ireqwraths can call for reinforcements, regardless of the environment or the predicament. These reinforcements amount to 1d4+3 Goblin Peasants to get into the battlefield, within at most three rounds of time. This amount of time is mitigated by a 1d4. Depending on the roll the d4 achieves, different deployment phases will occur. If a 4 is rolled, the Goblin peasants can be deployed on the battlefield within 20 feet of the Ireqwrath. If a 3 is rolled, they arrive on their next turn, albeit from the origin of reinforcing (Use a board to illustrate!). If a 2 or a 1 is rolled, it simply subtracts the number down from 3. Once a 0 is made after time goes on, the Goblins arrive. The count decreases each turn on the Goblin side.

Actions

Multiattack. Ireqwraths, in all their might, can make two attacks with their Pinkraz.


Pinkraz (Longsword). +4 to hit, single target. 5 ft. range, 9 2d6+2 Slashing damage.


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