Clan-Nob

Medium Goblin, Noble Overseer, Lawful Evil

Armor Class 18 ('Eavy Skrap Armor + Znarcisheld)
Hit Points 136 16d10+48
Speed: 25 ft

STR

16
( +3 )

DEX

9
( -1 )

CON

16
( +3 )

INT

14
( +2 )

WIS

13
( +1 )

CHA

9
( -1 )

Saving Throws Strength (+5) Constitution (+6)
Skills According to Overall Abilities
Strength
Athletics (+6)
Endurance (+6)
Constitution
Fortitude (+6)
Hardiness (+6)
Recovery (+6)
Intelligence
Investigation (+5)
Religion (+5)
Charisma
Deception (+2)
Intimidation (+2)
Damage Resistances Bludgeoning, Slashing, Piercing
Condition Immunities Charmed, Frightened, Paralyzed
Senses Redvision
Languages Common, Goblin, Dwarfish
Challenge Rating 8
Proficiency Bonus +3

Description

The Sloms-Nobs are essentially the first of the leadership within Goblin society. Above them stand the Clan-Nobs, the lords that oversee the activity of the region. They maintain a level of decorum that is acceptable for the higher authority and usually are more protected than the lower versions of the Sloms-Nobs. Beyond their own physicality, the Clan-Nobs are figures that extend far beyond their material presence. Clan-Nobs are trusted authorities within Goblin society as the entirety of the Sloms report to these baron-like Goblins. They are often regional military authority, and as such are not commonly sighted in battle zones, except in situations of deep infiltrations by the enemy or intentional presence.   Usually their goals align well with the leadership above their own position. Their envoys send messages out to the Sloms-Nobs on the regular and ensure that the orders of the Warlord above are followed to a tee. They are the beginnings of the administrative complexity within the messy and complicated world of Goblin organization. They are responsible also for keeping the Vargon together during times of war, ensuring the lethality and organizational precision as they need it. The Clan-Nob coordinates with the Sloms-Nobility and will ensure that the tactical outlook is realistic and considerate of each other's goals.   Clan-Nobs are Level VIII Goblins.   Gear: Pinkraznar (Longsword), Dagger, 'Eavy Skrap Armor, 24 GP.

Ideals

Cohesion. (Lawful) A Clan-Nob seeks the complete and utter obedience to the higher authority in both himself and those lower than him. The Clan-Nob exists as a position to maintain that compliance.

Bonds

Military. (Occupation) As part of their role, a Clan-Nob is particularly united with their comrades in combat and in society. Typically they meet with the Sloms-Nobs outside of fighting, but they also frequently examine the condition of their troops.

Flaws

Cold. (Personality) Even with their degree of frequent bonding with each other, a Clan-Nob struggles with truly connecting with even the Sloms-Nobs, those closest to them and in common company.


Unique Traits.
Leadership of da Nobz.
In battle, the presence of a Nob instills a confidence inside the Goblin spirit. When a Clan-Nob fights alongside Goblin allies, they will gain 5 feet of movement, and a +2 to their attack rolls.
Organized Defence.
While a Clan-Nob is within 20 feet of a Goblinoid ally, the ally gains 2 AC.
Reinforcements.
A Clan-Nob can summon reinforcements once per combat, adding 1d4+1 Goblin Swordsmen to the combat. They can also summon 2 Deffboys into battle. But if there is no Goblin presence nearby, a Clan-Nob cannot use this ability.
Da Boss.
In the name of the clan, Goblin units that are level 4 or lower have added damages to their strikes. Each attack adds 5 extra damage of their damage type, outside of spells.

Actions

Multiattack. A Clan-Nob can make two attacks with its Pinkraznar, the longsword in its possession.


Pinkraznar. +6 to hit, single target. 5 ft. range, 19 3d10+3 Slashing damage.


Created by

IrishCatholic14.

Statblock Type

NPC Sheet

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