Small Humanoid (Goblinoid), Neutral Evil
Armor Class 15 Natural Armor
Hit Points 11 (3d6)
Speed 30 ft.
STR
14 (+2)
DEX
10 (+0)
CON
10 (+0)
INT
6 (-2)
WIS
8 (-1)
CHA
6 (-2)
Skills Athletics +4
Condition Immunities Frightened
Senses Darkvision 60 ft., Passive Perception 9
Languages --
Challenge 1 (200 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.

Pack Tactics. The goblin has advantage on an attack roll against a creature if at least one of the goblin's allies is within 5 feet of the creature and the ally isn't incapacitated.

Self Destruct. When the goblin dies, it expels all the energy infused in it causing a 10 ft. explosion centered on itself. Any creature in range must make a DC 15 Dexterity saving throw, taking 5 (1d10) lightning damage on a failed save, or half as much damage on a successful one.

Actions

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.

Charging Bolt (Recharge 6). The goblin shoots out a streak of energy out of its hand, targeting one creature in a 60 ft. range. The target must make a DC 10 Dexterity saving throw, taking 14 (3d8) lightning damage on a failed save, or no damage on a successful save. 

Description

Infused with the chaos magic from the elemental chaos, these goblins are wiped of their intelligence only keeping their pack instincts and lust for blood. Once a goblin has become “Chaos-Sworn” their eyes glow a menacing red and they gain a series of abilities that make them powerful weapons.

Monster Tags: Goblinoid

Habitat: ForestGrasslandHillUnderdark

loganflaherty01

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