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Chaotic Neutral Haunted One Dankwood Goblin (Revenant) and Great Old One Warlock 1
young adult male, 3 feet tall, 30 pounds weight, size Small

picture of goblin lich

Stinky speaks Common, Goblin, Undercommon, and Deep Speech. Out of combat he contributes with scouting, since he thinks he is sneakier than he really is, never worries about his own safety, and can often pretend to be a wandering monster.

During combat he distracts the enemies with minor illuions and telepathy. Often these are flavorful ways to use the Help action. He seldom uses Chill Touch to deal damage, since in his mind this cantrip is to aid intimidation.

Stinky is studying alchemical healing as part of his interest in the arcane workings of life and death, and before starting a short rest he spends a minute per unspent spell slot to brew healing elixirs.

Stinky is secretive about his revenantial goal, only speaking enigmatically about revenge for how his clan's lands were absorbed into the mists of an encroaching demiplane (the way Strahd's demiplane took over the actual land of Barovia). But sometimes Stinky mutters to himself about what he calls The Goblin Doom: being small but yearning to do great deeds, being weak but wanting to make an impact on the world, being argumentative but wanting the clan to prosper. The spirits on he can hear will whisper that all races actually have such a doom, but only the goblins properly perceive their insignificance. His goal consumes him, but for now he is at Strixhaven because he can sense that the goal requires planar information and travel.

His family, as Dankwood Goblins, had many beloved animal pets. He longs to once again care for pets in that way, but animals find his undead smell abhorrent.

Skill proficiencies: Investigation and Survival (Haunted One), Intimidation and Nature (Warlock)

Strength 7 (−2)
Saving Throw −2
Athletics −2
Dexterity 9 (−1)
Saving Throw −1
Acrobatics, Sleight of Hand, Stealth −1
Constitution 9 (−1)
Saving Throw −1
Intelligence 10 (+0)
Saving Throw +0
Investigation, Nature +2
Arcana, History, Religion +0
Wisdom 11 (+1)
Saving Throw +3
Survival +3
Animal Handling, Insight, Medicine, Perception +1
Passive Perception 11
Charisma 16 (+3)
Saving Throw +5
Intimidation +5
Deception, Performance, Persuasion +3

Proficiency Bonus: +2

Hit Points: 7 (Hit Dice 1d8 − 1 CON)

Armor Class: 9 (clothing − 1 DEX)

Initiative Bonus: −1

Movement Rate: 30'

Darkvision: 60'

Pact magic slots: 2 first

Spell DC: 13

Spell attack bonus: +5 to hit

As a Goblin, I may attempt to hide or disengage as a bonus action, and use Fury of the Small once per long rest.

As a Revenant, I regenerate 1 hit point per round, and my body reforms after I die.

My Great Old One patron grants me Awakened Mind. I can telepathically speak to any creature I can see within 30 feet. I don't need to share a language with the creature for it to understand my telepathic utterances, but the creature must be able to understand at least one language.

Spells Known

Warlock cantrips: Minor Illusion (30' range, 1 minute, SM), Chill Touch (120', d8 necrotic, VS)

L1 Warlock spells: Comprehend Languages (1 hour, VSM), Healing Elixir (24 hrs, VSM)


Proficient with light armor and simple weapons

common clothes, monster hunter's pack, dungeoneer's pack, sentimental Gothic trinket (an old dusty and locked tome with a faint divination aura, I do not have the key), arcane focus, two daggers, alchemist’s supplies

1 sp

Background Traits

Harrowing Event: I was born under a dark star. I can feel it watching me, coldly and distantly. Sometimes it beckons me in the dead of night.

Heart of Darkness: Those who look into me eyes can see that I have faced unimaginable horror and that I am no stranger to darkness. Though they might fear me, commoners will extend me every courtesy and do their utmost to help me. Unless I have shown yourself to be a danger to them, they will even take up arms to fight alongside me, should I find yourself facing an enemy alone.

Trait: I don't run from evil. Evil runs from me.

Ideal: I have a dark calling that puts me above the law.

Bond: My torment drove away the person I love. I strive to win back the love I’ve lost.

Flaw: I talk to spirits that no one else can see.

The Sibilant Whispers

Stinky does not have the self-awareness to realize it, but to avoid personal rejection he has developed the habit of using his telepathy to push people away before they might get close to him. He habitually—almost unconsciously by now—pretends they are overhearing a sibilant, whispered conversation among two or three spirits in their mind. After all, he hears spirits, so this seems normal to him.

"How about this one" "No, it rejects us strongly." "Back to the goblin, then."

"We can't see this one's secrets!" "Should we tell?" "No, only we shall know." "Quietly, quietly."

"Such a strong life force in this one!" "Life, life, life, life..." "Sh! I think it hears us."

"What a bright destiny this one has!" "But such a doom on those near it." "Far away we go."

"This one does not know about it's bloodline." "Special blood, special blood." "Keep it secret. Keep it safe."

The first time an NPC is near Stinky in a fairly quiet and not too crowded place (so passing him in a hallway, not in the bustle of a dining hall lunch line) they probably hear one of these conversations in their mind, or some similar dialogue.

Is this really just Stinky being purposefully creepy in a manner he thinks is a harmless practical joke? Or are some of the things he thinks to say actually suggestions from his Great Old One patron?