
Character
Groblins
A public character created with Summon Worlds.
Open in Summon WorldsDetails
- Type
- Fey
- Class
- Rogue
- Alignment
- Chaotic Neutral
- Size
- Small
- Armor class
- 15
- Hit points
- 45
- Speed
- 30
- Challenge
- 3
- Experience
- 700
- Languages
- Common, Goblin, Sylvan
- Senses
- Darkvision 60 ft., Passive Perception 11
- Skills
- Stealth, Sleight of Hand, Deception, Acrobatics
Biography
Born from the chaotic collision of two realms during a failed summoning ritual in the Shattered Peaks, Groblins emerged as living proof that mistakes can sometimes birth something extraordinary—though rarely welcome. Their goblin heritage grants them cunning and territorial instincts, while their gremlin blood endows them with an almost supernatural affinity for sabotage and mischief that borders on magical. As outcasts from both parent species, Groblings discovered that survival meant becoming masters of deception, operating in the shadows where neither pure-blooded goblins nor gremlins would think to look. Their natural talent for sleight of hand and lock-picking made the roguish path feel less like a calling and more like an inevitability, a way to turn their inherent trickster nature into something profitable. Hunted by superstitious goblin clans who viewed them as abominations and avoided by gremlin colonies who found them too unpredictable even by their chaotic standards, Groblins learned that trust was a luxury only the foolish indulged in. Now they drift between criminal enterprises and mercenary work, their dual nature making them invaluable to those desperate enough to hire creatures that no one else will touch.
Attributes
Strength
10, modifier 0
Dexterity
18, modifier 4
Constitution
14, modifier 2
Intelligence
14, modifier 2
Wisdom
12, modifier 1
Charisma
10, modifier 0
Actions
Sneaky Strike
Make a melee attack with a dagger. On hit, deal 1d4 + 4 piercing damage and gain advantage on the next attack against the same target.
Sabotage
Choose an object within 30 ft. Make a Dexterity check (DC 15). On success, the object is rendered non-functional for 1 minute.
Shadow Step
Teleport up to 30 ft. to an unoccupied space you can see. You gain advantage on your next attack after teleporting.
Trickster's Trap
Set a magical trap in a 10 ft. radius. Creatures entering must succeed on a DC 15 Dexterity saving throw or take 2d6 damage and be restrained until the end of their next turn.
Abilities
Cunning Escape
Once per turn, Groblings can use their bonus action to disengage or hide.
Mischief Maker
Groblings have advantage on checks to create distractions or cause minor chaos.
Saving throws
strength
0
dexterity
6
constitution
2
intelligence
4
wisdom
1