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Snow Goblin Player Character Attributes

Snow Goblins are incredibly rare in the kingdoms of Elves, Humans, or Dwarves. Those wandering down out of the hills of Zephyra cause shock (and usually frightened hostility) among the inhabitants. Few have ever heard of the goblins at all, let alone seen them in person.  Nevertheless, there are times when a snow goblin wanders down out the mountains in west Zephyra and travels forth for gold or glory, or some other reason...   Snow Goblins have a thick blue fuzz of fur on their bodies, with a usually bluish, rubbery skin beneath it.  Their bodies are shaped similarly to their common cousins, with a slight build and a rounded head.  Depending on the individual, snow goblins will have hair covering their face entirely, or will have a face clear of fur, for a good view of their dark purple lips, sharp teeth, and their ice blue eyes, faintly smoldering in their socket.   Some Snow Goblins grow their hair out and braid it.  They are tough and can make fierce warriors.   A snow goblin reaches maturity by age 9 and might grow to age 60 if they're lucky.  They are as tall as their common cousines, or a big more, average 3.5 feet high.        
SNOW GOBLIN ATTRIBUTES for PATHFINDER 2e
  • Hit Points: 6
  • Size: Small
  • Speed: 25'
  • Ability Boosts: Dexterity, Charisma, Free
  • Ability Flaw: Wisdom
  • Darkvision
  • HERITAGE: "SNOW GOBLIN" (Resistance to cold = 1/2 level (minimum 1) and Environmental Cold Effects are treated one level less than they actually are.
   
SNOW GOBLIN ATTRIBUTES FOR D AND D v3.5
  • +2 Dexterity, -2 Wisdom, +2 Charisma
  • Size: Small
  • Darkvision to 60'
  • +4 to Move Silently and Ride Checks
  • Resistance to Cold: 1 per level 
  • Favored Class: Barbarian, Rogue
   
SNOW GOBLIN ATTRIBUTES FOR D and D 5e
  • +2 Dexterity, -2 Wisdom
  • Size Small
  • Darkvision 60'
  • FURY of the SMALL: vs. any creature of larger size, one attack can do extra damage (+1 per level). This ability can only be used once per long rest.
  • NIMBLE ESCAPE: Can take the Disengage or Hide action as a bonus action on each turn.
  • RESISTANCE TO COLD: Advantage on saving throws against Cold

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