Yeemik Character in Honey Badger Adventures | World Anvil
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Yeemik

Chief Yeemik

Mental characteristics

Personal history

Targor Bloodsword is also responsible for ordering the Emerald Serpents gynecide on Cragmaw Cave which eliminated Yeemik his only rival to his claim of King of the Cragmaw Goblins.
Current Location
Species
Ethnicity
Currently Held Titles
Year of Death
1502 CE
Circumstances of Death
Killed by Blair Welhoden of the Emerald Serpent
Children
Gender
Male
Belief/Deity
Aligned Organization
Other Affiliations
Ruled Locations

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Yeemik

Medium Goblin Highwayman , Neutral Evil

Armor Class 15
Hit Points 38
Speed 30ft

STR
10 0
DEX
16 +3
CON
14 +2
INT
11 0
WIS
10 0
CHA
13 +1

Saving Throws Strength +2, Constitution +4.
Skills Athletics +2, Deception +3, Intimidation +3, Stealth +5 Tool Proficiencies: Dice Set Weapon Proficiencies: Martial; Simple Armor Proficiencies: Heavy; Light; Medium; Shields
Senses Darkvision: 60 ft, Passive Perception 10
Languages Common, Goblin


Description

Yeemik, is new boss of the Cragmaw Cave hideout thanks to some help from the Ruby Honey Badgers.  

Personality Traits

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No bathing. I ain’t going in the soup!   Goblins don’t get too attached. In the tribe, we’re all disposable.

Ideals

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Beauty: “We are all in the gutter, but some of us are looking at the stars.” — Oscar Wilde (Neutral)

Bonds

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I believe that goblins built wondrous, mighty things once, and I mean to find and repair them.

Flaws

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I just really like to see other creatures bleed a bit.



Critical Hits: 19-20  

----------Bonus Actions----------

Second Wind. Regain 1d10 + 4 HPs (use once/rest).  

---------------Actions--------------

Action Surge. Take an extra action (use once/rest).  

-----------Other Traits------------

Archery Fighting Style. You gain a +2 bonus to attack rolls you make with ranged weapons.   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.   Feat: Spear Mastery. Though the spear is a simple weapon to learn, it rewards you for the time you have taken to master it. You gain the following benefits.
  • You gain a +1 bonus to attack rolls you make with a spear.
  • When you use a spear, its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands. (This benefit has no effect if another feature has already improved the weapon’s die.)
  • You can set your spear to receive a charge. As a bonus action, choose a creature you can see that is at least 20 feet away from you. If that creatures moves within your spear’s reach on its next turn, you can make a melee attack against it with your spear as a reaction. If the attack hits, the target takes an extra 1d8 piercing damage, or an extra 1d10 piercing damage if you wield the spear with two hands. You can’t use this ability if the creature used the Disengage action before moving.
  • As a bonus action on your turn, you can increase your reach with a spear by 5 feet for the rest of your turn.


Actions

  • Javelin 1d20+5 to hit, 1d6+3 piercing damage.
  • Spear +2 1d20+7 to hit, 1d10+5 piercing damage.


 

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