Goblin, Mifket

Family: Goblin

Small humanoid (goblinoid), neutral evil

Armor Class 12
Hit Points 7 (2d6)
Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 15 (+2) 10 (+0) 8 (-1) 7 (-2) 8 (-1)

Senses darkvision 60 ft., passive Perception 8
Languages Common, Goblin
Challenge 1/8 (25 XP)

SPECIAL TRAITS

  • Pack Tactics. The mifket has advantage on an attack roll against a creature if at least one of the mifket’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

ACTIONS

  • Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 2) bludgeoning damage.
  • Rope. Ranged Weapon Attack: +3 to hit, range 5/15 ft., one Large or smaller creature. Hit: The target is restrained. A creature can use its action to make a DC 10 Strength check to free itself or another creature in a rope, ending the effect on a success. Dealing 5 slashing damage to the rope (AC 10) frees the target without harming it and destroys the rope.

ABOUT

This odd humanoid’s head has the appearance of a coconut, and is covered with coarse hair clipped close, turning upward until it ends in a sharp peak at the very top.

The mifket’s face is like putty, with small, beady eyes that glitter brightly, flat noses, and wide, grinning mouths. Its body is shaped like a pear, and its legs are short and its arms long. For clothing it wears leaves of the forest plants, twisted and woven together.

Mifket are neither animal nor man. Some noteworthy mifkets have hair on their heads; the older the mifket, the whiter its hair. Mifkets enslave anyone they can defeat, but by nature are lazy and gluttonous.

Goblins, Goblins, Everywhere. On the main continent, the most common goblin are goozzle-goblins, but on the isles, mifkets abound. They are fecund and prone to wanderlust, even if they aren’t particularly bright. This makes mifkets a scourge that is rarely disciplined enough to work for anyone but their own self-interest.

Lazy, Brutish, and Short. Mifkets are specialists in tying up creatures for capture, which they put to work as slaves.

They are easy to bully and quick to flee, and as a result rarely organize enough to be much of a threat.

Section 15: Copyright Notice

5E RPG: Oz Adventures. Copyright 2021, Mal and Tal, LLC; Author Michael Tresca.

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