The Aethervale

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Grand Shaman Glokk

Grand Shaman Glokk
Grand Shaman Glokk
CR 15
Small Humanoid (Goblinoid), Lawful Neutral
Reveal Stat Block
Armor Class
18 (Natural Armor, Aetheric Field)
Hit Points
175 (27d6 + 81)
Speed
30 ft.
str
8
-1
dex
16
+3
con
16
+3
int
18
+4
wis
22
+6
cha
14
+2

Saves DEX +8, CON +8, WIS +11, CHA +7

Skills PERCEPTION +11, STEALTH +8

Senses Darkvision 120 ft., Tremorsense 60 ft., Passive Perception 21

Languages Common, Goblin, Undercommon, Telepathy 60 ft.

Traits

Omnisporangium Connection.Glokk has resistance to psychic damage. Additionally, he can perceive anything occurring within 20 feet of a Large or larger Aether Crystal formation on the same plane of existence.
Legendary Resistance (3/Day).If Glokk fails a saving throw, he can choose to succeed instead.
Nimble Escape.Glokk can take the Disengage or Hide action as a bonus action on each of his turns.
Biological Utilitarianism.When Glokk is targeted by an attack while a friendly creature is within 5 feet of him, he can use his reaction to swap places with that creature. The creature becomes the target of the attack instead.

Actions

Multiattack.Glokk makes two Aether Bolt attacks or one Staff attack and one Aether Bolt attack.
Copper Aether-Staff.Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) force damage. The target must succeed on a DC 19 Strength saving throw or be pushed 10 feet away.
Aether Bolt.Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 28 (4d10 + 6) force damage.
Sighing Sickness (Recharge 5–6).Glokk releases a 30-foot cone of iridescent fungal spores. Each creature in that area must make a DC 19 Constitution saving throw. On a failure, a creature takes 45 (10d8) poison damage and is Incapacitated until the end of its next turn. On a success, it takes half as much damage and isn't Incapacitated.
Mycelial Eruption (1/Day).Glokk commands the earth to heave. Grasping fungal tendrils erupt in a 40-foot radius centered on a point Glokk can see within 60 feet. The area becomes difficult terrain. Each creature of Glokk's choice in that area must succeed on a DC 19 Strength saving throw or be Restrained. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Grand Shaman Glokk

Grand Shaman Glokk is the singular, twitching bridge between the frantic industry of goblinoid survival and the vast, slow consciousness of the Omnisporangium. Standing barely three feet tall, his body is a map of ritual scarification and copper-wire piercings that hum with kinetic energy. The most striking feature of the Shaman is the jagged shard of Pure Aether Crystal protruding from his forehead, fused directly into his frontal lobe. This "Third Eye" pulses with a soft, rhythmic indigo light, synchronized with the heartbeat of the world.

Glokk does not speak for himself; he speaks as a node within the network. He leads the Aether-Weaver Goblins, a tribe that has eschewed traditional scavenging for a life of "Ecological Engineering." Under his guidance, they use pressurized steam-rigs to prune overgrown Mycelial veins and copper siphons to redirect Blue Bile away from vulnerable settlements. He is a figure of mythic proportions among the subterranean races—a prophet who smells of ozone and damp earth, whose eyes reflect the shimmering leyline currents of Aethervale.

"We hear the tectonic plates grinding like rusted gears in the dark. We are the oil in the machine, the stitch in the wound. Do you feel the hum, little surface-walker? That is the world screaming for silence. We shall provide it."

Secret Motivation: Glokk is terrified of his own fading individuality. The Aether crystal in his skull is not just a tool; it is a parasitic anchor. He is slowly being "uploaded" into the Omnisporangium. His secret goal is to find a way to stabilize the crystal’s growth using advanced Steampunk tech from the Steam Wrights Consortium without severing his connection to the fungal god, as he fears that once he is fully consumed, there will be no one left with enough "mortal grit" to make the hard, tactical choices the benevolent but alien god cannot.

Adventure Hook: The players are hired by a neutral merchant to deliver a "Relic of the Old Surface" to a deep-crust crossroads. Upon arrival, they find Glokk overseeing the construction of a massive pneumatic pressure-valve designed to stop a Blue Bile eruption. Glokk claims he has "seen" the players in the spores and demands they venture into a nearby "clogged" vein—a dungeon-like cavern where a Spore-Goliath has gone rogue—to clear the path for his engineers.

Ideals & Flaws

  • Ideal (Preservation): "Every life is a thread in the Great Mycelium; to snap one is to weaken the weave."
  • Flaw (Biological Utilitarianism): Glokk views individuals—including his own tribe and the players—as replaceable cells. He will sacrifice a "finger" to save the "heart" without a moment’s hesitation.

Rumors & Whispers

  • True: Glokk can perceive any event occurring within twenty feet of a large Aether Crystal formation anywhere on the planet, using the network as a global surveillance system.
  • False: The Shaman is a clockwork puppet controlled by Grand Warren-Master Zik-Zik to ensure the goblins remain subservient to the Sub-Terran Accord.

Sight, Sound, and Smell

  • Sight: A dim, bioluminescent indigo haze clings to the Shaman’s skin. Small, rhythmic puffs of steam escape the copper valves sewn into his robes, and his movements are jerky, like a marionette being pulled by invisible, subterranean strings.
  • Sound: The constant, low-frequency thrum of the Aether crystal, punctuated by the rhythmic hissing of his portable steam-exhaler and the distant, wet clicking of fungal spores bursting.
  • Smell: A pungent mixture of wet limestone, sharp ozone, fermented mushrooms, and the metallic tang of heated copper.

Markings

The Aether-Weaver Goblins mark their territory with glowing blue pigment derived from crushed crystals. A common sign found near Glokk’s sanctum is a circle bisected by three jagged lines.

  • Translation: "The roots are choked; let the blood (Blue Bile) flow or the earth will swallow the sun."

Tactics

In combat, Glokk is a battlefield controller. He rarely attacks directly, instead using his connection to the Omnisporangium to manipulate the environment. He can cause fungal floorboards to erupt into grasping tendrils or release clouds of Sighing Sickness spores to pacify foes. If pressed, he uses his copper staff to discharge stored Aetheric energy as bolts of wild magic. He always keeps at least two Bile-Mutated bodyguards between himself and the players, viewing his own survival as a biological necessity for the planet.

Ecology

Glokk lives in a state of permanent symbiosis. He consumes only "Manna-Mash"—a paste of nutrient-rich fungi and Aether-dust—and requires high-pressure environments to keep his crystal-embedded skull from fracturing. He is a keystone species of the subterranean world; his presence stabilizes the local Mycelial growth, preventing the "wild" mutations that typically plague the deeper dark.

Lore & Origin

Glokk was once a simple tunnel-scout for a generic raiding party. During a cave-in triggered by the Obsidian Scale’s early mining efforts, a massive Aether crystal fell from the ceiling, impaling his skull. Instead of dying, Glokk’s mind was flooded with the "Green-Song" of the Omnisporangium.

He spent a decade in a catatonic state, his body slowly being encased in copper reinforcements by his tribe who worshipped him as a living idol. When he finally awoke, he possessed the knowledge of ancient geology and aether-mechanics. He reorganized the shattered goblin tribes into the Aether-Weavers, teaching them that the world was not a place to be looted, but a dying god that required their frantic, hissing machinery to survive the industrial greed of the surface.