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Khrizk - AI-generated fantasy Character

Khrizk

Goblin · Warlock (The Great Old One) · Level 1 · Outlander

Khrizk

Khrizk is composed, observant, and meticulously groomed, even after days in the wilderness.
AC13
HP9/9
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 9 · 30 ft.
AlignmentTrue NeutralGenderMaleAge22 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • ArcanaINT
  • AthleticsSTR
  • DeceptionSTR
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureWIS
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons,
Light crossbows

Tools

One musical instrument, pan flute

Languages

Common,
Goblin,
Giant

Features

8 features

Bonus action

  • TraitGoblinNimble Escape, Khrizk can take the Disengage or Hide action as a bonus action on each of his turns.

Always on

  • Eldritch Blast

    When When Khrizk targets a creature within 120 feet

    Khrizk can cast eldritch blast, forming a crackling beam of force and hurling it at a creature within range.

  • Otherworldly PatronLevel 1

    Khrizk has forged a pact with an incomprehensible presence from beyond the ordinary world. He gains access to warlock spellcasting, with Charisma as his spellcasting ability.

  • Pact MagicLevel 1

    Khrizk knows two cantrips and two 1st-level warlock spells. He regains his expended warlock spell slot after finishing a short or long rest.

  • TraitGoblinDarkvision, Khrizk 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, Khrizk can deal extra damage equal to his level to a creature larger than him when he damages it with an attack or spell.
  • TraitGoblinGoblin language and culture, Khrizk speaks Goblin and Common and is Small despite his unusual height.
  • WandererOutlander

    Khrizk has an excellent memory for maps, terrain, and routes. He can find food and fresh water for himself and up to five other people each day, provided the land offers such resources.

Spells

4 spells

Spellcasting. Khrizk casts with Charisma (spell save DC 12, to hit with spell attacks).

Cantrips (at will): ,

1st level (1 slot): ,

Gear

11 items

Weapons

  • Light crossbow
    A balanced light crossbow suitable for hunting and combat.

Armor

  • Leather armor
    Flexible leather armor reinforced at the shoulders and ribs.

Tools

  • Pan flute
    A small wooden pan flute with a dry, reedy tone.

Gear

  • 20×
    Crossbow bolts
    Ammunition for the light crossbow.
  • Component pouch
    A leather pouch containing arcane components for spellcasting.
  • Scholar's pack
    A scholar's pack containing a backpack, a book of lore, ink, a pen, ten sheets of parchment, a little bag of sand, and a small knife.
  • Staff
    A crooked walking staff used for travel, balance, and defense.
  • Hunting trap
    A metal hunting trap maintained from years of wilderness travel.
  • Animal trophy
    A preserved mountain goat horn taken from a particularly dangerous hunt.
  • Traveler's clothes
    Plain but carefully repaired traveling clothes.

Purse

  • 10×
    Gold pieces
    Coins saved from guiding travelers and selling gathered herbs.

Appearance

Khrizk is an unusually tall goblin, standing just over 6 feet, with smooth grey skin, sharp but handsome features, and carefully maintained black hair worn in a swept-back braid. His lean, well-conditioned physique reflects years of climbing, traveling, and disciplined exercise. Fine geometric tattoos cover his forearms, shoulders, and throat, combining goblin knotwork with angular mountain patterns learned from highland travelers. He dresses in worn leather armor beneath a dark green cloak, carrying a crooked staff and a small pan flute.

Mannerisms

Khrizk smooths his hair whenever he is thinking, taps the end of his staff three times before entering unfamiliar places, and lowers his voice to a polite whisper when angry. He stands unusually straight for a goblin and measures distances with his eyes whenever he enters a room.

Personality

Khrizk is composed, observant, and meticulously groomed, even after days in the wilderness. He speaks with quiet confidence and prefers practical solutions over dramatic gestures. Beneath his controlled exterior is a curious, restless mind that collects maps, rumors, and fragments of forbidden lore. He is courteous to strangers until they patronize him, at which point his smile becomes very sharp.

Ideals

Self-mastery. No patron, clan elder, king, or spirit owns the choices of a person who has trained their mind and body to stand alone.

Bonds

The wandering clan that raised him is his true family, and he will return to protect them if the voice beneath the mountain ever threatens them. He also carries a shard of the shrine's black stone, wrapped in cloth and hidden beneath his shirt.

Flaws

Khrizk cannot resist proving that he is more disciplined, intelligent, and capable than anyone expects a goblin to be. He hides fear behind smugness, distrusts offers of help, and sometimes obeys the mysterious voice in his dreams before considering the consequences.

Quirks

Keeps a private list ranking the quality of every campsite he has used.
Whistles three notes from his pan flute when sensing supernatural danger.
Refuses to sleep with his boots more than one arm's reach away.
Collects unusual stones and labels them by location.
Apologizes to traps before disarming them.

Background

Khrizk was born among a wandering goblin clan that followed old hunting paths through high valleys, abandoned mines, and wind-cut passes. Unlike most of his kin, he grew tall enough to look nearly human from a distance, though his grey skin and sharp ears made sure no one mistook him for anything else. He learned early that survival depended on discipline. He trained his body, kept his hair clean and tied, memorized every trail, and practiced speaking calmly even when frightened. The clan mocked his fastidious habits at first, but they soon relied on him to guide hunting parties through dangerous country. During a winter crossing, Khrizk discovered a black stone shrine buried beneath a landslide. Inside, he heard a voice speaking from somewhere below the mountain, offering knowledge in exchange for small acts of service. He accepted, believing that hidden knowledge would protect his people. The pact awakened strange power in him, manifested through cold blue fire and whispers that sometimes arrive before danger does. The voice has never given him a name, and Khrizk does not know whether it is a forgotten god, an imprisoned spirit, or something far older. Now he travels as an outlander and reluctant occultist, searching for the shrine's origin while gathering enough strength to ensure that whatever claims his loyalty never claims his freedom.

“He learned early that survival depended on discipline.”
From their backstory
Background
Outlander

Connections

Species

Goblin

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