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Mirg
Sharp-Eye Mirg | |||||||
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Stats | |||||||
Level 2 | |||||||
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Race | Goblin | ||||||
Type | Humanoid | ||||||
HP | 12 | ||||||
AC | 13 | ||||||
Movement Speed | 9m / 30ft | ||||||
Size | Small | ||||||
Weight | 35kg | ||||||
Proficiency Bonus | +2 | ||||||
Initiative | +2 | ||||||
Passive features | |||||||
Character information | |||||||
Location | Goblin Camp | ||||||
Faction | Cult of the Absolute | ||||||
Experience on kill | 15 | ||||||
“ | 'Ere's to th' Absolute! |
„ |
— Mirg praising the Absolute. |
Act One
If the player successfully poisons the booze tub in the Goblin Camp, Mirg will be the one to purpose a toast, encouraging you to give it. It can be declined with her doing it instead, though she will urge the player to drink up. There are a variety of ways things can play out in trying to convince her and the others to drink the poisoned booze.
- Down the drink. DC 15 Constitution saving throw to avoid taking1d6 (1~6) Poisonfor Duration: 10 turns.
- DC 10 Sleight of Hand check. Spill the beer, then pretend to drink from the empty cup.
- DC 10 Deception check. "After you! I shouldn't drink before the host."
Failing any of the checks above will give you another chance to avoid suspicion:
- Down the drink. Leading to the save as above.
- "You've caught me. It's poisoned." This will turn the whole camp hostile.
- DC 10 Persuasion check. "I'm simply being a good guest, that's all."
- DC 10 Deception check. "I was checking none of you idiots had spilled anything foul in there."
- Detect Thoughts DC 12 Intelligence check. "Don't be stupid. You might be able to drink all day - the Absolute needs me sober."
If successful in tricking the goblin's, Mirg will be one of the many to die from her drink.
Conditions
Just drunk enough for everyone to notice. Strength increased by 2, Disadvantage on Charisma and Dexterity checks.
Sources of Slightly Drunk
No results
Attacks and Abilities
Ranged Attack - Goblin Bow
ActionAttack roll: +4- Can use Weapon Actions.
- May use Arrow of Fire.
Ensnaring Strike (Ranged)
Your attack summons thorny vines that possibly Ensnared your target.
ActionAttack roll: +4Nimble Escape
Retreat safely: moving won't provoke Opportunity Attacks.
- Gains Disengage condition.
Worg Companion
Some Sharp-Eyes have access to the Worg Companion ability, allowing them to summon a Worg