Small Humanoid (Goblinoid), Neutral Evil
Armor Class 16 (leather armor)
Hit Points 60 (2d8 + 2)
Speed 30 ft.
STR
12 (+1)
DEX
18 (+4)
CON
14 (+2)
INT
9 (-1)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws STR +4, DEX +7
Skills Animal Handling +5, Medicine +5, Perception +5, Stealth +7, Survival +5
Senses Darkvision 60 ft., Passive Perception 9
Languages Common, Draconic, Elvish, Giant, Goblin
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

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

Natural Explorer. Saarvith has advantage on initiative rolls, as well as on attack rolls against creatures that have not yet acted during his first turn of combat.

Greater Favored Enemy. Saarvith has a +4 bonus to damage rolls with weapon attacks against humanoids and giants. He has advantage on Wisdom (Survival) checks to track humanoids and giants, and on Intelligence checks to recall information about them. He additionally has advantage on saving throws against the spells and abilities of giants.

Coordinated Attack. When Saarvith uses the Attack action on his turn, if his hawk can see him, it can use its reaction to make a melee attack.

Spellcasting. Saarvith is a 4th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). He knows the following spells:

1st level (4 slots): absorb elementsalarmensnaring strikehunter's marklongstrider

2nd level (3 slots)

Actions

Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 4) slashing damage.

Shortbow. Ranged Weapon Attack: +9 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 4) piercing damage.

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: Goblinoid

Habitat: ForestGrasslandHillUnderdark

Duds9420

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