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Horn

Small Goblin, Horn Player, Any

Armor Class 12
Hit Points 8
Speed: 30 ft Swim: 15 ft Climb: 15 ft

STR

10
( +0 )

DEX

12
( +1 )

CON

11
( +0 )

INT

10
( +0 )

WIS

10
( +0 )

CHA

13
( +1 )

Saving Throws Dexterity, Charisma
Skills
  • Deception
  • History
  • Insight
  • Performance
  • Stealth
Musical Instrument
  • Horn
Senses Darkvision: 60ft
Languages Common, Goblin
Challenge Rating 1/4
Proficiency Bonus +2

Charisma

At will: Light:
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, M (a firefly or phosphorescent moss)
  • Duration: 1 hour
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.   If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Minor Illusion:
  • Illusion cantrip
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a bit of fleece)
  • Duration: 1 minute
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.   If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.   If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.   If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

1/day: Colour Spray:
  • 1st-level illusion
  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: V, S, M
  • Duration: 1 round
A dazzling array of flashing, coloured light springs from your hand. Roll 6d10, the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see).   Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for the creature to be affected.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

Disguise Self:
  • 1st-level illusion
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 hour
You make yourself – including your clothing, armor, weapons, and other belongings on your person – look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.   The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.


  • Fury of the Small: When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.
  • Nimble Escape: You can take the Disengage or Hide action as a bonus action on each of your turns.
  • Bardic Inspiration: Use a Bonus Action to grant someone within 60ft an additional 1d6 for one ability check, attack roll, or saving throw for up to 10 minutes.


Created by

Roctover.

Statblock Type

NPC Sheet

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