Small Humanoid (Goblinoid), Chaotic Evil
Armor Class 16 (leather armor, shield)
Hit Points 17 (5d6)
Speed 30 ft.
STR
8 (-1)
DEX
16 (+3)
CON
10 (+0)
INT
10 (+0)
WIS
8 (-1)
CHA
8 (-1)
Skills Stealth +8
Damage Immunities Necrotic
Senses Darkvision 60 ft., Passive Perception 9
Languages Common, 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.

Blood of the Corrupted. When the goblin takes physical damage all creatures within 5 ft. of the goblin takes 1d6 necrotic damage from the blood splatter of the blow.

Actions

Corrupted Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 3) slashing damage, plus an additional 1d6 necrotic damage.

Corrupted Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 3) piercing damage, plus an additional 1d6 necrotic damage.

Touch of Corruption. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (3d6) necrotic damage and -1 to Str for 24 hours or until healed by Lesser Restoration or stronger.

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. These particularly vile little gremlins have been subjected to the corrupt of evil fey, particularly Hags requiring servants. They have been consumed and enhanced by the horrible power of their masters and become alle the more formidable and terrifying.

Monster Tags: Goblinoid

Habitat: ForestGrasslandHillUnderdark

TreSkin

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