Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Advanced Nimbleness. The goblin can take the Dash action as a bonus action on each of its turns.
Sneak Attack. The goblin can add (2d6) of a given weapons type when it lands a weapon attack with advantage or a ranged weapon attack where the target is within 5 feet of an ally.
Multiattack: The badlands goblin can make two attacks with its scimitar or crossbow.
Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus an additional 7 (2d6) posion damage.
Crossbow. Ranged Weapon Attack: +7 to hit, range 60/180 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus an additional 7 (2d6) poison damage.
Second Wind (Once per short or long rest). On its turn, the goblin can use its bonus action to regain a number of hitpoints equal to 1d10 plus 6.
Uncanny Dodge. The goblin can use its reaction halve the damage on a single incoming attack or spell.
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. Badland goblins have adapted to be a bit tougher than the standard recognized goblin. They have learned how to ferment and fester their waste in order to coat their blades and arrow tips in it.
Previous Versions
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11/15/2021 4:22:33 PM
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11/15/2021 4:29:01 PM
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