Skip to content
CreatePricing
Zrip, the Panicked Scavenger - AI-generated fantasy Monster

Zrip, the Panicked Scavenger

Zrip was part of a goblin scouting party that blundered into a kobold nest while a bugbear enforcer was 'supervising' them. When the fighting broke out, Zrip saw an opportunity to snatch a sack of kitchenware from a nearby human campsite. Now, he is stuck between bugbear maces and kobold spears.

Small humanoid · CR 1/8 · Unique

Zrip, the Panicked Scavenger

A low-ranking goblin scavenger caught in the crossfire of a chaotic three-way woodland skirmish, prioritizing his haul over his life.
AC12
HP7/7
CR1/8
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Combat

AC 12 · HP 7 · CR 1/8

Zrip, the Panicked Scavenger

Small humanoid (goblinoid), neutral evil
Armor Class12
Hit Points7 (2d6)
Speed
20 ft. (while carrying sack),
30 ft. (without sack)
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsDexterity
SkillsStealthSleight of HandPersuasion
Damage Resistances
None
Immunities
None
Weaknesses
Encumbered (while carrying sack)
Senses
Darkvision 60 ft.,
Passive Perception 9
Languages
Common,
Goblin
Challenge1/8
Proficiency Bonus+2
Nimble Escape. Zrip can take the Disengage or Hide action as a bonus action on each of his turns.
Heavy Burden. While carrying his sack, Zrip's speed is reduced by 10 feet and he has disadvantage on Stealth checks due to the clanging pots.
Desperate Bribery. If Zrip is reduced to 3 hit points or fewer, he immediately falls prone and offers his sack to the nearest attacker in exchange for his life.

Actions

Sack Slam. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 2 () bludgeoning damage. If the attack hits, there is a loud 'CLANG' audible up to 100 feet away.
Beg for Mercy. Zrip cowers and wails. Any creature that can hear him must succeed on a Insight check to realize he is genuinely non-hostile and purely motivated by fear.

Reactions

Shield with Sack. When Zrip is targeted by an attack, he can use his reaction to pull the sack in front of him, gaining a bonus to AC against that attack. If the attack misses due to this bonus, one copper pot inside the sack is dented or destroyed.
Role
Social Encounter and Battlefield Hazard
Built for
1 to 3

Gear

  • Heavy Burlap Sack (Container, Varies)A muddy, blood-stained sack filled with kitchenware.
  • Rusty Paring Knife (Weapon, 1 cp)A small, jagged knife used more for skinning squirrels than combat.

Feats

None

Augmentations

None

Notes for the game master

Zrip is not intended to be a combat threat.
He provides flavor and a potential moral choice or lead-in to more plot.
The kobold chasing him should have 5 HP and be purely focused on Zrip's sack.

Tactics

  1. Opening

    Zrip enters the clearing 30 feet ahead of a kobold. He is Dash-ing but hampered by the mud and his burden.

  2. Mid-fight

    If the party intervenes, Zrip hides behind the largest player character. If the party ignores him, he tries to crawl through a hollow log.

  3. End of the fight

    If trapped, Zrip offers the pots. If the kobold is killed, Zrip tries to sneak away while the party is distracted by the larger fight between the bugbears and goblins.

  4. Retreat

    Zrip will never fight to the death. He will abandon the sack only if he is literally about to be executed.

How it fights

Uses Nimble Escape to Disengage every turn he is near an enemy.
Prioritizes moving toward cover (bushes, logs, or party members).
Yells 'Don't touch the shineys!' repeatedly.

Who it attacks first

The exit (highest priority)
Hiding spots (medium priority)
Appeasing powerful-looking strangers (low priority)

Works well with

The Bugbear Bully nearby might try to grab Zrip and use him as a projectile.
The Kobold's Pack Tactics might trigger if other kobolds notice Zrip is cornered.

How to beat it

A simple Grease spell or difficult terrain will stop Zrip instantly.
Calm Emotions will make him stop running, though he remains terrified.

Ways to avoid a fight

Persuade Zrip to drop the sack in exchange for a gold piece (DC 15).
Intimidate him into pointing out where the bugbears are hiding (DC 10).

Ecology

Zrip is a wiry, lime-skinned goblin with oversized, flapping ears and a nervous tic in his left eye. He is caked in thick, black forest mud and wears a patchwork tunic made of squirrel hides. He desperately clings to a massive, soot-stained burlap sack that clatters loudly with every frantic step.

Behavior

Zrip is in a state of total hysterical panic. He alternates between sprinting in short bursts and freezing like a deer in torchlight. He treats his sack of pots as more valuable than his own limbs, often hugging it to his chest when threatened.

How it lives

As a scavenger, Zrip exists on the fringes of goblinoid warbands. He avoids direct combat, instead following the 'real' soldiers to pick the pockets of the fallen or loot abandoned camps.

Lair

None (He is currently a transient in a war zone).

Habitat
Temperate forests, battlefields, and damp forest clearings.

Signs that it is near

The rhythmic clanging of metal on metal
Frantic, high-pitched goblin whimpering
Heavy dragging ruts in the soft mud
Small footprints interrupted by a heavy sliding weight

Tags

Goblin,
Scavenger,
Coward,
Non-Hostile

Lore

Zrip was part of a goblin scouting party that blundered into a kobold nest while a bugbear enforcer was 'supervising' them. When the fighting broke out, Zrip saw an opportunity to snatch a sack of kitchenware from a nearby human campsite. Now, he is stuck between bugbear maces and kobold spears.

What drives it

To escape the forest opening with his sack of copper pots intact and reach a safe hole to hide in.

After the fight

If Zrip survives, he becomes a recurring nuisance, appearing in future settlements as a 'high-end' metal merchant selling slightly dented cookware.

“When the fighting broke out, Zrip saw an opportunity to snatch a sack of kitchenware from a nearby human campsite.”
From its lore

Variants

Trapped Zrip: He has a bear trap clamped onto his leg and the sack is his only 'friend'.
Heroic Zrip: He thinks the pots are magic and tries to 'blast' enemies by clanging them together.

Hooks

Plot hooks

One of the pots in Zrip's sack has a noble's crest engraved on the bottom.
Zrip claims he saw 'the big winged lizard' that the kobolds are serving.

How to use it

Use Zrip to add a sense of chaos to a forest skirmish.
He can serve as a guide if the party spares him, as he knows the layout of the nearby goblin camp.

Treasure

Sack of 12 copper pots (5 gp total to a blacksmith).
A single silver spoon hidden in his boot (1 sp).
A handful of colorful, worthless glass beads.

Connections

Ancestry

Humanoid

Media

0 images

No images yet.

Visual sheet

Turn Zrip, the Panicked Scavenger into a sheet

A high-res, share-ready sheet you can post or print.