Kretik Haddad
Kretik Haddad
Sheet
AC 11 · HP 42 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HerbalismWIS
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
21 featuresAction
- Weapon Attack
When A creature within weapon range
Kretik attacks with a spear, dagger, or light crossbow, using whichever weapon best suits the distance and terrain.
Bonus action
- TraitGoblinNimble Escape, Kretik can take the Disengage or Hide action as a bonus action on each of his turns.
Always on
- Eldritch Blast
When A creature within 120 feet
A beam of crackling eldritch energy streaks toward a creature within 120 feet. Make a ranged spell attack. On a hit, the target takes 1d10 force damage plus Kretik's Charisma modifier, 4 total damage from the invocation bonus, for each beam that hits. Two beams are fired at character level 5.
- Mind Sliver
When A creature within 60 feet
Kretik whispers a poisonous suggestion into a creature's mind, forcing a Wisdom saving throw. On a failure, the creature takes 3d6 psychic damage and has disadvantage on its next attack roll before the end of its next turn.
- Mage Hand
When A point within 30 feet
Kretik creates a spectral hand at a point within 30 feet. The hand can manipulate objects, open doors, stow or retrieve items, or deliver touch spells.
- Imp Familiar
When As directed, within familiar range
Kretik commands his imp familiar to sting, turn invisible, scout, or deliver a touch spell when appropriate.
- Pact MagicLevel 1
Kretik's pact magic is fueled by an otherworldly bargain with a fiend. His spellcasting ability is Charisma, and his warlock spells use pact magic slots.
- Eldritch InvocationsLevel 2
Kretik can invoke eldritch powers through three magical invocations: Agonizing Blast, Devil's Sight, and Voice of the Chain Master.
- Otherworldly Patron, The FiendLevel 1
Kretik serves a fiend patron. When he reduces a hostile creature to 0 hit points, he gains temporary hit points equal to his Charisma modifier plus his warlock level, for a total of 6 temporary hit points at this level.
- Pact Boon, Pact of the ChainLevel 3
Kretik gains the Pact of the Chain boon. He can cast Find Familiar as a ritual and may choose an imp, pseudodragon, quasit, or sprite as his familiar. His familiar is an imp named Tikkit.
- Ability Score ImprovementLevel 4
Kretik increases his Wisdom score by 2, raising it from 15 to 17. His Wisdom modifier is therefore +3.
- Pact Magic ImprovementLevel 5
Kretik's pact slots are all cast at 3rd level, and he has two such slots. He regains expended pact slots after a short or long rest.
- Agonizing Blast InvocationLevel 2
When Kretik casts eldritch blast, he adds his Charisma modifier to the damage of each beam that hits. His eldritch blast fires two beams at this level.
- Devil's Sight InvocationLevel 2
Kretik can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
- Voice of the Chain Master InvocationLevel 5
Kretik can communicate telepathically with his familiar and perceive through its senses while it is within 1 mile of him. He can also speak through the familiar in his own voice.
- TraitGoblinDarkvision, Kretik can see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light.
- TraitGoblinFury of the Small, once per short or long rest, when Kretik damages a creature larger than him, he can deal extra damage equal to his level, for 5 extra damage.
- TraitGoblinSmall size.
- TraitGoblinWalking speed of 30 feet.
- TraitGoblinGoblin ancestry grants proficiency in Common and Goblin.
- DiscoveryHermit
Kretik's long isolation and study gave him a unique and powerful discovery. He knows the hidden truth that an imprisoned fiend beneath his former shrine is not merely a demon, but an ancient intelligence that has been bargaining with mortal souls for centuries. The exact nature of this discovery is known only to him, and perhaps to his patron.
Spells
10 spellsSpellcasting. Kretik Haddad casts with Charisma (spell save DC 12, to hit with spell attacks).
Cantrips (at will): , ,
1st level: , , ,
2nd level: ,
3rd level (2 slots):
Gear
9 itemsWeapons
- Light crossbowA light crossbow with 20 bolts, used when conserving magic or attacking from concealment.
- SpearA practical simple weapon used for close combat and ritual work.
- 2×DaggersA pair of narrow blades, each balanced for throwing or stabbing.
Armor
- Leather armorPatron-provided protection worn beneath Kretik's cloak.
Tools
- Herbalism kitA compact herbalism kit used to prepare poultices and identify medicinal plants.
Gear
- 20×BoltsAmmunition for the light crossbow.
- Arcane focusA simple black iron charm shaped like a hooked tooth, used as Kretik's arcane focus.
- Scholar's packA backpack containing a book of lore, a bottle of ink, a quill, ten sheets of parchment, a little bag of sand, and a small knife.
- Hermit's kitA collection of charms, bitter herbs, bone needles, and dried fungus used in Kretik's private rituals.
Appearance
Kretik is a wiry male goblin with rust-red skin, a narrow face, long pointed ears, and yellow eyes that rarely seem to blink at the same time. His uneven teeth are filed into small points, and a pale scar cuts across his left cheek from a failed exorcism. He wears patched leather armor under a stained gray hermit's cloak. His arcane focus is a black iron charm shaped like a hooked tooth, and a tiny imp familiar often perches on his shoulder disguised as a mangy bat.
Mannerisms
Kretik tilts his head sharply when listening, as if trying to hear words beneath the speaker's words. He taps his iron focus against his teeth before casting, counts exits whenever he enters a room, and smiles broadly whenever someone says they trust him.
Personality
Kretik is suspicious, observant, and theatrically polite when he wants something. He speaks to powerful creatures as though negotiating with an equal, but becomes abruptly submissive when confronted by someone he believes could destroy him. He has a sharp practical intelligence and a strange fondness for repairing broken objects, especially if the repaired thing can later be used against its owner.
Ideals
Power belongs to those clever enough to seize it. The world calls goblins monsters because it fears what we might become if we stop accepting our place.
Bonds
The ruined shrine is his true home, and he will destroy anyone who threatens to expose or desecrate it. He also feels a possessive obligation toward his imp familiar, though he would deny that the creature is anything more than a useful tool.
Flaws
Kretik interprets every kindness as manipulation and every insult as a debt that must eventually be collected. He is quick to abandon allies when frightened, then invents elaborate reasons why betrayal was strategically necessary. He also believes the fiend's voice is the only intelligence in the world that has never underestimated him.
Quirks
Background
Kretik was born among a goblin warren that survived by scavenging the ruins of older civilizations. Unlike the other goblins, he became fascinated with the painted bones, cracked idols, and sealed stone doors they found underground. He eventually took shelter in a ruined shrine and lived there as a hermit, studying forbidden symbols and treating injuries with crude poultices. His isolation ended when he uncovered a black iron seal beneath the shrine floor and heard a voice speaking from the darkness below. The voice offered knowledge, protection, and the power to punish those who had always treated goblins as vermin. Kretik accepted before asking what the price would be.
“Unlike the other goblins, he became fascinated with the painted bones, cracked idols, and sealed stone doors they found underground.”
- Background
- Hermit
Connections
Species
Goblin
Media
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