Monday, May 18, 2026

Slikrik Veymire - Dreamwater Syndicate Boss and Rogue

Slikrik Veymire, Dreamwater Syndicate Boss


Male Swamp Goblin Rogue 7

Small Humanoid (Goblinoid)

Hit Dice: 7d6+7 (31 hp)
Initiative: +5
Speed: 30 ft.
Armor Class: 19 (+1 size, +5 Dex, +3 armor), touch 16, flat-footed 14
Base Attack/Grapple: +5/-1
Attack: +1 poisoned short sword +11 melee (1d4+1/19-20 plus poison) or masterwork hand crossbow +11 ranged (1d3/19-20 plus poison)
Full Attack: +1 poisoned short sword +11 melee (1d4+1/19-20 plus poison) and dagger +6 melee (1d3/19-20) or masterwork hand crossbow +11 ranged (1d3/19-20 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sneak attack +4d6, poison use, Dreamwater mastery
Special Qualities: Darkvision 60 ft., evasion, trapfinding, trap sense +2, uncanny dodge
Saves: Fort +3, Ref +10, Will +2
Abilities: Str 8, Dex 20, Con 12, Int 15, Wis 11, Cha 14
Skills: Appraise +7, Balance +15, Bluff +15, Climb +5, Diplomacy +6, Disable Device +14, Escape Artist +17, Gather Information +14, Hide +21, Intimidate +10, Listen +8, Move Silently +19, Open Lock +17, Search +12, Sense Motive +8, Sleight of Hand +15, Spot +8, Swim +9, Tumble +17, Use Rope +11
Feats: Weapon Finesse, Skill Focus (Bluff), Stealthy
Environment: Warm marshes, blackwater cities, and flooded bayous
Organization: Solitary, entourage (Slikrik plus 2-6 rogues and 1-3 alchemists), or syndicate cell (Slikrik plus 10-40 goblins, rogues, smugglers, addicts, and swamp mercenaries)
Challenge Rating: 8
Treasure: Double standard plus Dreamwater stockpiles
Alignment: Neutral Evil
Advancement: By character class
Level Adjustment:

Languages: Goblin, Common, Marsh Cant, Draconic

Poison Use (Ex): Slikrik never risks accidentally poisoning himself when applying poison to a weapon.

Sneak Attack (Ex): Slikrik deals an extra +4d6 points of damage against opponents denied their Dexterity bonus to AC or whom he flanks.

Dreamwater Mastery (Ex): Years of repeated exposure to refined Dreamwater Distillate have rendered Slikrik partially resistant to its effects. He gains a +4 racial bonus on saves against hallucination-inducing poisons, drugs, and magical effects. In addition, any poison applied by Slikrik has its save DC increased by +1 due to his specialized refinement techniques.

Trapfinding (Ex): Slikrik may use the Search skill to locate traps with a DC higher than 20 and may use Disable Device to disarm magical traps.

Evasion (Ex): If exposed to any effect that normally allows a Reflex save for half damage, Slikrik takes no damage on a successful saving throw.

Trap Sense (Ex): Slikrik gains a +2 bonus on Reflex saves and Armor Class against traps.

Uncanny Dodge (Ex): Slikrik retains his Dexterity bonus to AC even when caught flat-footed or struck by an invisible attacker.

Possessions: +1 studded leather armor dyed swamp green, +1 short sword, masterwork hand crossbow, 20 poisoned crossbow bolts, 4 vials of Dreamwater Distillate, 3 doses of giant wasp poison, waterproof alchemist’s kit, marsh camouflage cloak decorated with reeds and dead flowers, silver tooth caps, hidden lockbox keys, waterproof drug ledgers, potion of invisibility, smokesticks (4), tanglefoot bags (2), 230 gp, assorted swamp jewelry.

Physical Description

Slikrik Veymire is a wiry, deeply unpleasant specimen of swamp goblin standing barely three and a half feet tall and weighing perhaps fifty pounds soaked through. His skin is a dark moss-green mottled with irregular patches of algae-yellow discoloration, while his greasy black-green hair hangs in damp strands around a long rodent-like face perpetually stretched into a knowing grin. His eyes are particularly unsettling - a vivid amber-yellow with permanently dilated pupils from years of Dreamwater exposure, giving him the appearance of an animal perpetually lurking in torchlight.

Unlike most goblins who dress in crude practicality, Slikrik possesses a warped sense of vanity. He wears tailored swamp leathers stitched from marsh reptile hide and decorated with dangling charms made from eel vertebrae, polished teeth, prayer beads, dead flowers, and tiny corked poison vials. The clothing smells strongly of mold, chicory liquor, pipe smoke, medicinal herbs, and stagnant water. Nearly every visible inch of his equipment bears waterproofing oils.

His fingers are long, twitchy, and stained blue-green from constant poison refinement. He rarely stands still while speaking, instead pacing, crouching, climbing furniture, or idly sharpening blades during conversation. Witnesses frequently note that he smiles almost constantly, though the expression never reaches his eyes. When angered, the smile actually widens.

Lore

Slikrik Veymire began life as little more than a dockside gutter thief haunting the flooded outer canals of Ville des Marais. Born into one of the poorer swamp goblin communities, he survived through pickpocketing, eel trapping, contraband running, and occasionally selling forged river permits to drunks too intoxicated to notice the permits were written on fish wrapping paper. What separated Slikrik from the countless other goblin criminals surrounding him was not strength, courage, or even intelligence - it was patience.

While most smugglers focused on alcohol, weapons, or black-market reagents, Slikrik recognized the terrifying profitability of Dreamwater Distillate long before authorities understood its growing popularity. He embedded himself among venom refiners, learned the chemistry personally, then began systematically eliminating or absorbing competing operations through bribery, sabotage, addiction leverage, and carefully orchestrated disappearances. Bodies associated with his rise are rarely found. The swamp, after all, is exceptionally cooperative when properly fed.

Under Slikrik’s control, Dreamwater trafficking evolved from scattered goblin vice dealing into a vast organized syndicate spanning river barges, flooded warehouses, hidden stillhouses, and bribed customs officials throughout the marsh districts. He intentionally markets the substance through mysticism, emotional vulnerability, and spiritual desperation, targeting mourners, laborers, traumatized veterans, failed priests, artists, and anyone sufficiently broken to desire escape from themselves. Slikrik privately refers to grief as “the finest currency in the city.”

Though undeniably cruel, Slikrik is not reckless. He despises unnecessary violence, not from morality, but because corpses attract investigations while addicts produce recurring revenue. Rivals who interfere with his operations are more often humiliated, indebted, blackmailed, poisoned, or psychologically dismantled than openly murdered. Those who truly threaten him, however, tend to vanish into the marshes entirely. Rumors persist that certain isolated Dreamwater stills employ partially drugged victims as forced labor until their minds collapse beyond usefulness.

Authorities within Ville des Marais loathe Slikrik with unusual unanimity. Civic officials, clergy, physicians, marsh wardens, and even rival criminal organizations all regard him as a spreading civic disease wearing the shape of a goblin. Unfortunately, he has thus far proven extraordinarily difficult to eliminate. He maintains extensive networks of informants among the poor, constantly relocates operations through flooded waterways, and ensures nearly everyone investigating him eventually discovers someone they care about already dependent upon his product.

Most disturbing of all is the possibility that Slikrik himself no longer exists entirely within ordinary reality. Years of constant Dreamwater exposure have left him emotionally distorted and psychologically alien. Witnesses describe him occasionally pausing mid-conversation to listen to sounds no one else can hear or speaking quietly to empty corners of rooms as though awaiting replies. Whether this behavior is manipulation, madness, or genuine perception of something unseen remains uncertain. Few who spend enough time around him wish to speculate for long.

Sunday, May 17, 2026

Sam Smorkle - Goblin Barmaid

Sam Smorkle

Female Goblin Rogue 5 / Expert 3
Size/Type: Small Humanoid (Goblinoid)
Hit Dice: 5d6+5 plus 3d6+3 (36 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 18 (+1 size, +4 Dex, +3 leather corset armor), touch 15, flat-footed 14
Base Attack/Grapple: +5/-3
Attack: Dagger +10 melee (1d3-1/19-20) or sap +10 melee (1d4-1 nonlethal)
Full Attack: Dagger +10 melee (1d3-1/19-20) or sap +10 melee (1d4-1 nonlethal)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sneak attack +3d6
Special Qualities: Darkvision 60 ft., evasion, trapfinding, trap sense +1
Saves: Fort +3, Ref +11, Will +6
Abilities: Str 8, Dex 18, Con 12, Int 15, Wis 14, Cha 16
Skills: Appraise +8, Balance +10, Bluff +16, Diplomacy +12, Disable Device +10, Disguise +13 (+15 acting), Escape Artist +12, Gather Information +18, Hide +16, Knowledge (local) +10, Listen +11, Move Silently +14, Open Lock +12, Profession (Server) +13, Search +12, Sense Motive +16, Sleight of Hand +14, Spot +11, Tumble +12
Feats: Good Judge of Character, Negotiator, Skill Focus (Gather Information) Environment: Urban Organization: Solitary, with staff, or attached to local tavern circles
Challenge Rating: 8
Treasure: Standard
Alignment: Neutral Good
Advancement: By character class
Level Adjustment:
Languages: Common, Goblin, Cajun

Possessions: Apron lined with hidden pockets, flour-stained serving tray, battered ledger book, ring of lock picks hidden inside hair wrap, six throwing knives concealed throughout clothing, silver locket containing old family sketch, 38 gp, pouch of pilfered sugar candies, perpetually warm beignet wrapped in cloth

Feat - Good Judge of Character: Sam possesses an uncanny instinct for identifying emotional states, hidden motives, deceptive speech patterns, and interpersonal tension. She gains the feat’s normal bonuses to Sense Motive and related social assessments. In practice, Sam almost always notices when someone is frightened, lying, desperate, angry, infatuated, or preparing violence.

Physical Description

Sam Smorkle is a slight goblin woman with soft olive-green skin, large expressive ears, and bright green eyes that rarely seem to miss anything. Thick auburn-brown hair falls in loose curls around her shoulders when not tied back for work, often escaping scarves, ribbons, or hurried braids by the middle of the day.

Unlike the sharp, feral appearance many outsiders associate with goblins, Sam possesses an almost disarming warmth to her features. Freckles scatter across her nose and cheeks, and her expressions shift quickly between amusement, skepticism, embarrassment, and mischief. Her smile comes easily and often, especially when she knows something other people do not.

She dresses simply and practically, favoring worn skirts, aprons, fitted bodices, and layered shirts suitable for long hours working inside crowded kitchens and taverns. Flour dust, powdered sugar, and tiny grease stains are nearly permanent fixtures on her clothing. Small shell decorations, mismatched buttons, and little bits of scavenged jewelry are often sewn into her garments in ways that appear random until one realizes Sam remembers exactly where every piece came from.

Though physically unimposing, Sam carries herself with constant awareness. Her eyes track movement instinctively, her posture adjusts to the emotional atmosphere of a room, and she possesses the unsettling habit of maintaining eye contact just a second longer than most people find comfortable.

Lore

Sam was not born important.

Like many goblins within the humid maze of Ville des Marai, she survived through adaptability rather than strength. She learned early that loud people were dangerous, quiet people were worse, and smiling people often hid the sharpest knives. Long before she understood politics, she understood fear. Long before she understood economics, she understood hunger.

Service work taught her the rest.

Taverns, kitchens, cafés, and gambling halls became her education. Wealthy patrons ignored servers while confessing secrets openly across tables. Criminals relaxed around her because they underestimated her. Nobles dismissed her as background decoration. Drunk sailors forgot she existed halfway through conversations. Sam listened to all of them.

Over time, her survival instincts evolved into something far more sophisticated.

Sam became frighteningly good at reading people. She learned how guilt altered tone, how liars rehearsed details too carefully, how desperate people avoided silence, and how dangerous people watched exits before sitting down. She developed the habit of filing every detail away indefinitely, building an internal map of favors, grudges, affairs, debts, ambitions, and hidden tensions throughout the city.

Despite this, Sam never became cruel.

She steals pastries constantly, flirts shamelessly, and pretends to be far less intelligent than she truly is because the performance keeps people comfortable around her. Beneath the humor, however, lies someone profoundly protective of the people she considers hers. Sam notices fear quickly because she remembers living inside it.

Many residents of Ville des Marai think of Sam merely as “that strange goblin girl who works too much and steals beignets.” A much smaller number understand something far more unsettling.

There are people in the city who deliberately avoid lying to her.

Not because she has authority.

Because they suspect she already knows.

Friday, May 1, 2026

Marélys Poissonne - Mermaid Cleric

Marélys Poissonne


High Priestess of the Drowned Devotion, Voice Beneath the Still Water

Female Merfolk Cleric 10
Alignment: Chaotic Neutral
Deity: Marelle
Init: +1
Senses: Darkvision 60 ft., low-light vision; Listen +12, Spot +11
Languages: Common, Aquan
AC: 18, touch 11, flat-footed 17 (includes Mer scale armor)
hp: 68 (10d8+20)
Fort: +9, Ref: +4, Will: +12
Speed: Swim 40 ft.
Base Attack/Grapple: +7/+9
Attack: Trident +10 melee (1d8+2/×3)
Full Attack: Trident +10/+5 melee (1d8+2/×3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Turn/Rebuke Undead 6/day (+3, 2d6+10, 10th), Spontaneous Casting (inflict spells)
Special Qualities: Aquatic subtype, amphibious, domain powers (Water, Storm, Travel), Voice of the Deep
Abilities: Str 14, Dex 12, Con 14, Int 10, Wis 18, Cha 16
Skills: Concentration +15, Diplomacy +12, Knowledge (religion) +13, Knowledge (nature) +10, Listen +12, Sense Motive +11, Spellcraft +13, Swim +17
Feats: Combat Casting, Extra Turning, Iron Will, Augment Healing
Environment: Warm aquatic
Organization: Solitary or with 6–8 Mer devotees
Challenge Rating: 10
Treasure: Standard
Alignment: Chaotic Neutral
Advancement: By character class
Level Adjustment:

Physical Description

Marélys Poissonne is strikingly beautiful in a manner that lingers just beyond comfort, her features composed yet touched with an unnatural stillness. Her skin reflects light too evenly, her gaze holds depth without warmth, and her movements feel guided as much by current as by will. Her long hair drifts in layered greens and deep blues, and her powerful tail shows subtle irregularities in its iridescent scales, worn by time and tide.

Her armor is a ritualized Mer construction of layered scale, shell, and sinew, equivalent to studded leather, with integrated asymmetrical conch shell pauldrons forming part of its structure rather than separate adornment. Around her waist rests a loosely arranged belt of varied starfish, and upon her brow sits a rough coral-and-bone diadem, uneven and suggestive of inheritance rather than craftsmanship.

Special Abilities

Water Domain: Turn or rebuke water creatures as an evil cleric rebukes undead; +1 caster level on water spells.

Storm Domain: 1/day gain +2 caster level for electricity and sonic spells for 1 minute.

Travel Domain: Freedom of movement for 10 rounds/day (divided).

Voice of the Deep (Su): +2 DC to mind-affecting and sonic spells cast underwater.

Cleric Spells Prepared (CL 10th, +4 Wis)

Domains: Water, Storm

0 (6/day): create water, detect magic, guidance, light, purify food and drink, resistance
1st (5+1/day): bless, command, obscuring mist*, shield of faith, divine favor, endure elements
2nd (4+1/day): hold person, spiritual weapon, resist energy, calm emotions, fog cloud*
3rd (4+1/day): dispel magic, water breathing*, bestow curse, prayer, call lightning
4th (3+1/day): control water*, divine power, freedom of movement, spell immunity
5th (2+1/day): flame strike, righteous might, call lightning storm*, greater command

(*Domain spell)

Possessions

Barbed coral-and-iron trident, coral-and-bone diadem, starfish ritual belt, Mer scale armor with integrated conch shell pauldrons (studded leather equivalent), ritual offerings and tokens of Marelle

Lore

Marélys Poissonne stands as both priestess and continuation, inheriting a devotion that persists without answer. She leads rituals before ancient statues of Marelle with precision and conviction, performing rites unchanged by time despite their silence. Her faith does not waver, not because it is affirmed, but because it has never been permitted to end, and in her stillness there is a quiet certainty that the absence of response is not refusal, but something not yet understood.



Slikrik Veymire - Dreamwater Syndicate Boss and Rogue

Slikrik Veymire, Dreamwater Syndicate Boss Male Swamp Goblin Rogue 7 Small Humanoid (Goblinoid) Hit Dice: 7d6+7 (31 hp) Initiative: +5 Spe...