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Goblin Sapper

Adversaries Designed by James Bratten • Art by Erik Wilson

Adversary overview

A sneaky goblin engineer carrying sacks of traps, spikes, and explosive charges. They prefer to set the battlefield before anyone notices they’re there.

A Dungeon Goblin who has discovered a love of traps and tricks.

Stat block

Tier
1
Type
Skulk
Difficulty
12
HP
4
Stress
3
Attack mod
+2
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
6
Major Damage — Mark 2 HP Major
Mark 2 HP
10
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Jagged Dagger
Range: Melee
Damage: 1d6+2
Attack Mod: +2
Damage Type: Physical

Features

Passives

  • Tunnel Rat

    The Goblin Sapper can move through cramped conditions without needing to make an Agility roll.

Actions

  • Hidden Trap
    fear 1

    Spend a Fear to reveal a trap placed somewhere within Close range. The next target who moves through that area must make an Agility Reaction Roll (12).

    Failure: 1d8 physical damage and become Vulnerable
    Success: 1d4 damage

Reactions

  • Tripwire Snare
    stress 1

    When a target moves within Very Close range, mark a Stress. They must make a Finesse Reaction Roll (11) or become Restrained as they step into a hidden snare trap.

Motives & tactics

Lay traps Sabotage terrain Isolate targets

Experiences

  • Traps +3
  • Sneaky +2

Goblin Sapper

Tier 1 skulk

A sneaky goblin engineer carrying sacks of traps, spikes, and explosive charges. They prefer to set the battlefield before anyone notices they’re there.

Motives & Tactics: Lay traps, Sabotage terrain, Isolate targets

Difficulty: 12 | Thresholds: 6 / 10 | HP: 4 | Stress: 3

ATK: +2 | Jagged Dagger: Melee | 1d6+2 Physical

Experience: Traps +3, Sneaky +2

HP:

Stress:

Features

Tunnel Rat – Passive: The Goblin Sapper can move through cramped conditions without needing to make an Agility roll.

Hidden Trap – Action: Spend a Fear to reveal a trap placed somewhere within Close range. The next target who moves through that area must make an Agility Reaction Roll (12). Failure: 1d8 physical damage and become Vulnerable Success: 1d4 damage

Tripwire Snare – Reaction: When a target moves within Very Close range, mark a Stress. They must make a Finesse Reaction Roll (11) or become Restrained as they step into a hidden snare trap.

Discussion

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