Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Martial Training. Once per turn, the Vale Goblin Rider can deal an extra 4 (1d6) damage to a creature it hits with a melee weapon attack if that creature is within 5 feet of an ally of the vale goblin that isn’t incapacitated.
Lance Use. The Vale Goblin Rider has disadvantage when using a lance to attack a target within 5 feet. Also, a lance requires two hands to wield when not mounted.
Lance. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d12+ 2) piercing damage.
Bone Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 2) slashing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Lance Charge. As a reaction when mounted, if the mount moves at least 10 feet, the Vale Goblin Rider can make a single attack with its lance on one creature that is within reach at any point during the movement. Add the mount's Strength modifier to the damage on a successful hit.
On an attack roll of a natural 1, instead the Vale Goblin Rider's lance becomes stuck in the ground, and the rider is forcibly dismounted, taking an extra 7 (2d6) damage, losing its lance, and falling prone in the nearest open square to the intended target.
Description
Goblins are small, black-hearted humanoids that lair in despoiled dungeons and other dismal settings. Individually weak, they gather in large numbers to torment other creatures.
Vale Goblins are a group of goblins recently encountered in a remote farming community. They raid in small groups after sunset, choosing to remain at a distance and snipe while demonstrating a surprising adeptness at tactical withdrawals. They typically loot a farmstead before burning it to the ground and then vanishing into the night. The Vale Goblins paint themselves with colorful pigments made from ochre.
Vale Goblin Riders operate as light cavalry and skirmishers, either supporting raiding parties or prowling and patrolling. They ride worgs into combat. However, they do not control the worgs; rather, the goblins are along for the ride, and do their best to contribute to the combat. At a distance, they will fire with bows, but when the worgs charge in, the riders will switch to their lances and wooden shields. Although the lances are not great in close quarters, riders will generally avoid switching melee weapons due to the unpredictable nature of their worg mounts, who may choose to disengage or charge again at any point. They also live in constant fear of falling off of their worgs, who, through a combination of instinct, training, and malevolence, typically turn without hesitation on a rider who has fallen off.
Previous Versions
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10/22/2023 4:43:13 AM
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1
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10/22/2023 5:45:38 AM
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10/22/2023 6:26:07 AM
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10/22/2023 6:29:25 AM
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3.1
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