Small Humanoid (Goblinoid), Chaotic Neutral
Armor Class 12
Hit Points 7 (2d6)
Speed 30 ft.
STR
8 (-1)
DEX
14 (+2)
CON
10 (+0)
INT
10 (+0)
WIS
8 (-1)
CHA
12 (+1)
Skills Persuasion +6, Stealth +6
Senses Darkvision 60 ft., Passive Perception 9
Languages Common, Goblin
Challenge 1/4 (50 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.

Golden Bribe. When the goblin is bartering, bargaining, or dealing with currency, he has advantage on persuasion roll to negotiate.

Feywild Token (1/Long Rest). Hoardshine goblins are capable of enchanting currency with fey charms. the goblin may take one coin and rub it between his hands, charming the coin for 10 minutes. Whenever a creature holds the coin or has it on their person, that creature must make a DC 12 Charisma saving throw. On a failed save, the creature is charmed until the charm on the coin ends. A creature can repeat the saving throw at the end of its turn.

Actions

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Description

Having emerged less than two centuries from a portal to the Feywild, Hoardshine Goblins greatly resemble other goblins, with yellow, red-brown or green skin and similarly colored eyes. Their behaviour is their greatest difference, as they are more talkative, inventive, and more interested in barter than conquest. A proper market of the Hordeshine Goblin is a sight to behold, rivaling the greatest bazaars of mortal cities for the variety of exotic goods available.

Monster Tags: Goblinoid

Habitat: ForestGrasslandHillUrban

EleKTriiK

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