Small Humanoid, Neutral Evil
Armor Class 14 (leather armor)
Hit Points 7 (2d6)
Speed 30 ft.
STR
8 (-1)
DEX
16 (+3)
CON
10 (+0)
INT
10 (+0)
WIS
8 (-1)
CHA
8 (-1)
Skills Stealth +4
Senses Darkvision 60 ft., Passive Perception 9
Languages Common, Goblin
Challenge 1/2 (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.

Camo Netting. The goblin has Advantage on Stealth checks when using the Hide action

 
Actions

Poisoned Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. A target hit must make a DC 10 Constitution saving throw or take 1d4 poison damage.
Poisoned Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. A target hit must make a DC 10 Constitution saving throw or take 1d4 poison damage.

 

Description

These elite Goblins specialize in hit and run tactics to wear down their foes. Striking unseen from hiding, often coating their weapons in poison.

Monster Tags: Goblinoid

Habitat: ForestGrasslandHillUnderdark

Veriat