Oir is a sneaky and intelligent Goblin who often causes mischief. Regardless, he has remained devoted to Yikas. Typically, Oir stays hidden while traveling the wilderness but frequents the cities he knows how to navigate. Wearing dark clothes and always having a few tricks up his sleeve, its rare that anyone can actually perceive him.
Oir, Chosen of Yikas
Small humanoid (goblinoid), neutral evil
Armor Class 16 (studded leather)
Hit Points 81 (18d6 + 18)
Speed 30 ft.
Abilities Str 10 (+0), Dex 18 (+4), Con 13 (+1), Int 11 (+0), Wis 12 (+1), Cha 13 (+1)
Saving Throws Dex +9, Con +6, Wis +6, Cha +6
Skills Deception +6, Insight +6, Investigation +5, Perception +6, Sleight of Hand +14, Stealth +14
Senses darkvision 60 ft., passive Perception 16
Languages Common, Goblin
Challenge 13 (10,000 XP)
Assassinate. During his first turn, Oir has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit Oir scores against a surprised creature is a critical hit.
Evasion. If Oir is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Oir instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Legendary Resistance (3/day). If Oir fails a saving throw, he can choose to succeed instead.
Nimble Escape. Oir can take the Disengage or Hide action as a bonus action on each of his turns.
Sneak Attack. Once per turn, Oir deals an extra 21 (6d6) when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of any ally of Oir that isn’t incapacitated and Oir doesn’t have disadvantage on the attack roll.
Sharpshooter. Attacking at long range doesn’t impose disadvantage to Oir’s attack rolls (included in the attack). In addition, Oir’s ranged weapon attacks ignore half cover and three-quarters cover.
Stealth Mastery. Whenever Oir makes a Stealth check, he can treat a d20 roll of 9 or lower as a 10.
Multiattack. Oir makes two weapon attacks.
Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Shortbow. Ranged Weapon Attack: +9 to hit, range 320. Hit: 7 (1d6 + 4) piercing damage plus 11 (2d10) poison damage.
Oir can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Oir regains spent legendary actions at the start of his turn.
Move. Oir moves up to his speed without provoking opportunity attacks.
Attack (2 Actions). Oir makes one weapon attack.
Hide (2 Actions). Oir hides.
Oir is a goblin assassin who excels at ranged combat. He should always operate at the full range of his bow, far away from melee combatants. Like any assassin, Oir works best when moving, firing, and hiding, getting full advantage of his sneak attack. If played right, players will never know what is actually attacking them.
Oir targets those that could stop him first, focusing on spellcasters and other ranged attackers first.
Should he somehow get cornered, Oir’s high saving throw proficiencies and Legendary Resistance should keep him safe long enough to escape. Be sure to use all of his actions and legendary actions to put distance between himself and his pursuers.
Ultimately, Oir is a goblin, which means he has a strong cowardly streak. Should Oir run through his resistances or have his hit points drop to half or lower, he flees.
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Oir is one of the Chosen One of the Gods of Wandrossa (aka my Patrons). Not only was he created for a patron, but he takes part in the Gods of Wandrossa game occurring on the platform.
See Oir in action in the latest recap of the game.
Art by Veli Nystrom on Art Station.