KING
Goblin King

Goblin King

Fey

T1d4Sovereign

A scarred warboss who rules his warren from a throne of bleached bone, cruel and canny in equal measure.

Tier 1  ·  Role Sovereign  ·  Pool Vigor 2 / Vitality 14  ·  AC 11  ·  ATK +2  ·  Save DC 11  ·  Dmg d4

AC1110 base + 1 Sense
Vigor2Tier + Heart mod, regenerates
Vitality1410 + 4 x Tier
Move30 ft
Initiatived8 - d3rerolled each round
Attack+2d20 + bonus vs AC, two or three a turn
Damaged4crit 2d4
Save DC11Tier 1 DC
Crit16+Cunning 18
Sovereign2actions a round, after another turn ends
Disruptd6on any Vitality loss
StatScoreModDie
Body14+2d4
Mind8-1-d3
Sense12+1d3
Heart12+1d3
Cunning18+4d8
Fate12+1d3

Passives

Passive

Fey Cunning

Advantage on saves against being frightened or charmed.

Passive

Warband Rally

While the Goblin King is on his feet, minor goblins within 30 ft gain +1 to attack rolls.

Maneuvers

Maneuver

Cruel Blow

Attacks a creature that has already taken damage this round with advantage.

Declarations

Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.

Declaration

Bone Throne Curse

Telegraph · disrupt d6 · Heart save

Points from his throne and shrieks a warband curse at one creature within 30 ft. Target makes a Heart save (DC 11) or takes 1 damage and is frightened of the Goblin King for 1 round.

Reactions

Reaction

Vicious Retort

When struck by a melee attack, the attacker takes 1 Vigor damage from a hidden knife.

Tactics

GM tactics

Sits the throne and directs his warband, cursing the biggest threat first. Retreats to tunnels only if the warren itself is lost, never before.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 10 + 4 x Tier. Full Vigor at combat start; at the start of its turn it rolls 1 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d4. A crit rolls two: 2d4.
  • Crits on a natural 16+ (Cunning 18).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Sovereign: 2 Sovereign Actions a round, spent after other combatants' turns, on top of its attacks.
  • Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
  • Never checks morale: it fights to 0 Vitality or to the exit written into its lowest phase.
  • NPCs never take wounds.