Small Humanoid, Chaotic Evil
Armor Class 15 (leather armor, shield)
Hit Points 31 (2d10)
Speed 30 ft.
STR
8 (-1)
DEX
14 (+2)
CON
10 (+0)
INT
8 (-1)
WIS
10 (+0)
CHA
8 (-1)
Skills Athletics +6
Damage Resistances Necrotic
Damage Immunities Acid
Condition Immunities Petrified
Senses Darkvision 60 ft., Passive Perception 9
Languages Common, Goblin Goblin
Challenge 4 (1,100 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.

Actions

Actions:

 

Bloody Blade- Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

Hit: 5 (2d6 + 2) slashing damage + 1 d10 acidic damage.

 

Shortbow, Flaming Arrow- Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target.

Hit: 5 (1d6 + 2) piercing damage + 7 (2d4) fire damage.

 

Drink- The blood goblin takes a flask of warm blood from his belt and drinks it, regaining 1 d10 of health.

 

Bonus Actions:


Blood Curse of Mutual Suffering- Links to a creature within 30 feet. Each time damage in inflicted on the Blood Goblin who cast this spell, the attacker takers half damage dealt. Last for rounds equal to wisdom modifier. (1 round) Can be used once per round.

Description

Blood Goblins are servants of Khorne, the Blood God. Guided by a mysterious master, these white skinned goblins learned nefarious and dark blood magic rituals. Being seen as monsters in the eyes of men, Blood Goblins did not go into hiding like their kin; they sought a great power to show the mighty strength that goblins possessed, and still continue to wield, even though the world thought the dark magic was forgotten. 

Monster Tags: Goblinoid

Habitat: Forest

Mamu

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