Small Humanoid (Goblinoid), Chaotic Evil
Armor Class 12 (natural slimy skin)
Hit Points 32 (3d10 + 2)
Speed 30 ft., Climb 30 ft.
STR
8 (-1)
DEX
14 (+2)
CON
12 (+1)
INT
12 (+1)
WIS
12 (+1)
CHA
6 (-2)
Saving Throws DEX +4, CON +3, WIS +3
Skills Stealth +6, Survival +0
Damage Vulnerabilities Fire
Damage Resistances Necrotic, Psychic
Damage Immunities Poison
Condition Immunities Blinded, Grappled, Poisoned
Senses Darkvision 60 ft., Passive Perception 9
Languages Common, Goblin, Telepathy They only understand the Blind Cave Goblin Language.
Challenge 2 (450 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.

Sunlight Sensitivity.  While in sunlight, the goblin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

 
Actions

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Because they are basically blind, they can't use ranged weapons because they need a target to be within 10 feet to know exactly where it is.
Reactions

Cave Rot

Whenever physically attacked by a creature within 5ft, that creature must succeed on a DC 10 Althetics check in order to avoid the fluids projected from the skin of the Blind Cave Goblin.  If the creature fails, they must immediately succeed on a DC 10 Constitution saving throw or become infected with Cave Rot (explained below).

Blind Cave Goblins are immune to Cave Rot, but they all have slimy skin on their bodies that prevent them from wearing armor. Once it is contracted by a humanoid, it can pass from one to another from skin contact or by vomit.

Cave Rot

Cave Rot is a disease that incubates perfectly in cool damp caves and dungeons other from skin contact by vomit.

When a Humanoid creature is touched by bodily fluids from another who carries the disease, the creature must succeed on a DC 10 Constitution saving throw or become infected.


It takes 1d4 days for Swamp Gut’s symptoms to manifest in an infected creature. Symptoms include fatigue, high fever, cold sweats, and vomiting. The infected creature suffers one level of Exhaustion, and it regains only half the normal number of Hit Points from spending Hit Dice and no Hit Points from finishing a Long Rest

Once each day after a single meal, an infected creature must make a DC 10 Constitution saving throw. On a failed save, the character gains one level of Exhaustion They also soon vomit uncontrollably, and any creature who comes into contact with the fluid must roll Constitution to avoid being contaminated.  On a successful save, the character’s Exhaustion level decreases by one level. If a successful saving throw reduces the infected creature’s level of Exhaustion below 1, the creature recovers from the disease.

 

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.

This Goblin looks and talks a bit unusual. They have an odd build in that they have round fat bellies and no neck, so they have to turn their bodies in order to face you. They have larger than normal ears and these Goblinoids  have pale grey-white translucent skin, that always looks wet and slimy. They have tiny black eyes, but are nearly blind. (however they have a kind of blind sight for 120 ft that is based on extra acute hearing and echo location). Their speech is a series of very high pitched squeeks.

Lair and Lair Actions

Blind Cave Goblins live in abandoned caves and dungeons. They can't stand any kind of light and will always run and hide from anything that seems to be larger than they are. 

Monster Tags: Goblinoid

Habitat: Underdark

Kramsivad

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