Armor Class
14
(natural armor)
Hit Points
14
(2d6 + 4)
Speed
30 ft., Swim 90 ft.
STR
12
(+1)
DEX
10
(+0)
CON
10
(+0)
INT
5
(-3)
WIS
10
(+0)
CHA
8
(-1)
Skills
Stealth +6
Damage Resistances
Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities
Poison
Condition Immunities
Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses
Darkvision 30 ft., Passive Perception 10
Languages
Aquan, Goblin
Challenge
2 (450 XP)
Proficiency Bonus
+2
Traits
Water Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.
Actions
Bap: Melee Weapon Attack: Reach 5 ft., one target. Hit: 4 (1d4 + 1) bludgeoning damage.
Description
Water Goblins are small, empty headed elementals that live in vast body's of water, unlike its larger counterpart or goblin cousins it is quite and peaceful.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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4/9/2021 11:49:06 PM
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3
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1
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Coming Soon
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