Life is hard when you don’t fit in with those around you. Zek was never interested in the military life, though they trained with the others, as was expected. The only joy was when they were selected to learn to ride. That is when they discovered their affinity with animals.
More and more, Zek took to the wooded slopes and hunted out the mountain caves to avoid their own kind and find companionship with creatures who were less judgemental. One very young drake became a particular friend, providing the also young hobgoblin the sympathetic, supportive relationship they needed. Then disaster struck! Hunters captured the drake and departed the area.
Zek used all their limited skills to track the culprits and find their friend. Other creatures assisted them to survive the journey and a kindly druid provided some additional training and direction. Eventually Zek found the drake, caged and miserable, as were all the other animals being kept by the circus. While trying to sneak around and provide what care they could, Zek was caught. After much yelling and abuse, the owner, Mistress Dusklight calmed down and told them if they cared that much about the animals they could work for her and tend them rather than facing the magistrate.
Since that time, Zek has been plotting how they can rescue the creatures and escape with their friend. Zek and Ash (the drake) have been practising working as a team. The young dragonlike creature is large enough to have no trouble carrying the diminutive goblinoid.
Zec - EC
Hobgoblin druid 2 (Advanced Player's Guide, Lost Omens Ancestry Guide, Lost Omens Character Guide)
Uncommon, NG, Medium, Goblin, Humanoid Heritage shortshanks hobgoblin
Background animal whisperer
Perception +7; darkvision
Languages Common, Draconic, Druidic, Goblin
Skills Athletics +5, Crafting +5, Diplomacy +5, Medicine +7, Mountain Lore +5, Nature +7, Society +5, Survival +7
Str 12 (+1), Dex 12 (+1), Con 14 (+2), Int 12 (+1), Wis 16 (+3), Cha 12 (+1)
Other Items explorer’s clothing, dagger, holy waters (2), staff, bandolier, belt pouch, compass, handwraps of mighty blows, healer's tools, holly and mistletoe, holly and mistletoe, potency crystal, waterskin, animal companion, money, purse (13 gp, 9 sp, 1 cp)
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AC 15; Fort +6; Ref +5; Will +9 (+11 to your Will DC against Intimidate skill actions); +1 to saves against effects with the fear trait; Stone Face
HP 28
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Speed 25 feet; shortshanks hobgoblin
Melee [1] dagger +5 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+1 P
Melee [1] fist +5 (nonlethal, agile, finesse), Damage 1d4+1 B
Melee [1] staff +5 (two-hand (1d8)), Damage 1d4+1 B
Ranged [1] dagger +5 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+1 P
Ranged [1] holy water +5 (thrown 20 ft., consumable, divine, good, splash), Damage 1d6 Good +1 good splash
Primal Druid Spells DC 17, attack +7; 1st feather fall, heal (2) Cantrips (1st) guidance, prestidigitation, produce flame, ray of frost, stabilize
Focus Spells 2 Focus Points, DC 17; 1stHeal Animal, Lay on Hands Ancestry Feats Stone Face[LOAG]
Class Feats Animal Companion, Reach Spell
General Feats Ride, Shield Block
Skill Feats Skill Training, Train Animal
Other Abilities anathema, animal, animal companion, component substitution, druidic language, druidic order, primal spellcasting, shield block, wild empathy
Ash - Animal Companion
Riding drake
Uncommon, N, Large, Dragon, Minion
darkvision
Skills Acrobatics +5, Athletics +6, Intimidation +6
Str 10 (+2), Dex 10 (+1), Con 10 (+2), Int 10 (-4), Wis 10 (+1), Cha 10 (+2)
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AC 15; Fort +6; Ref +5; Will +5
HP 24
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Speed 45 feet
Melee [1] jaws +6, Damage 1d8+2 P
Melee [1] tail +6, Damage 1d6+2 B
Support (riding Drake) [1]Requirements The creature is an animal companion. Effect Your drake snorts fire in your foes’ faces. Until the start of your next turn, each time you Strike while riding the drake and hit a creature in the drake’s reach, the creature takes 1d4 fire damage from the drake. If your drake is nimble or savage, the fire damage increases to 2d4.
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