Small Humanoid (Goblinoid), Neutral Evil
Armor Class 15 (leather armor)
Hit Points 1 (2d4)
Speed 30 ft., swim 30 ft.
STR
8 (-1)
DEX
14 (+2)
CON
10 (+0)
INT
10 (+0)
WIS
8 (-1)
CHA
8 (-1)
Skills Stealth +6
Senses Darkvision 60 ft., Passive Perception 9
Languages Common, Draconic, Goblin
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Pack tactics. If the goblin is has an ally within 5ft of its target it has advantage on its attack rolls

Minion. This creature is a minion, It retains all of its features and abilities but only has 1 hit point

Actions

Acid Spear. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage and 3 (1d6) acid damage

Acid Bomb. Ranged Weapon Attack: +6 to hit, range 30/120 ft., 5ft radius. Hit: 8 (2d6 + 4) acid damage

Reactions

Self Destruct. When the goblin falls to 0 hit points it can use its reaction to detonate and acid bomb centered on itself. Creatures withing 10 ft. must make a DC 11 Dex save or take 6 (2d6) acid damage on a failed save or half as much on a success.

Description

Goblins are small, black-hearted humanoids that lair in despoiled dungeons and other dismal settings. Individually weak, they gather in large numbers to torment other creatures.

Monster Tags: GoblinoidElemental

Habitat: ForestGrasslandHillSwampUnderdark

ParkerMalarki

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