Drogga

Drogga are small goblinoid creatures who live in deep caves or dark forests. They have canine traits, such as fur over most of their bodies, pointed ears, and a slight snout. They are often little threat to communities above ground, but if something drives them from their homes, they can become quite a nuisance. They collect, steal, and cherish objects that are shiny, luminous, or intricate. In fact, they will even be driven to violence to acquire something they find attractive.

They are master trap makers, and use this ability to feed themselves, or to capture those they want to rob.

Etahn

Drogga

CharacteristicsCV1/2
StatScore%Speed15’
STR630HP10
CON840Dmg Mod-2
SIZ210AV0
INT735ClassBeing
ACU945TypeGoblinoid
DEX1155Horror
SOC525Treasure1 gp
  • Attack: Dagger 45% 1d4+dm, or sling 40% 1d4+dm
  • Skills: Dodge 60%, Grapple 25%, Hide 60%, Listen 25%, Spot 25%, Stealth 60%
  • Special: Darkvision 80’, Light Sensitivity, Trap Maker
  • Weaknesses:
  • Habitat: Underground, Forest
  • Encounter: Single Scout, Hunting Party (2–6), Tribe (6–18)

SIZ Note
Tiny (SIZ 2) = +15% to Hide/Stealth/Dodge (already applied) 

Light Sensitivity
If exposed to light brighter than a torch, attacks suffer a bane (-1d6) to hit, and Spot becomes difficult.

Trap Maker
A drogga’s traps are so well made, they are difficult to spot or disarm. A drogga gets a +10% bonus to spotting or disarming other’s traps.

Drogga Lairs* 

  • 1 – 40 An old ruin, left in disrepair. 
  • 41-60 A small runoff cave.
  • 61-70 A large tree that is covered in vines and ramshackle tiny houses.
  • 71-80 A sinkhole next to a settlements trash heap.
  • 81-90 A section of sewer that collects trash. 
  • 91-100 A hive of underground burrows. 

*All drogga lairs are riddled with traps.

Equipment and Treasure:

Primitive dagger, sling,  twine, trap parts, 1d6 silver coins, and other scavenged goods.