Small Humanoid (Goblinoid), Neutral Evil
Armor Class 16 (leather armor, shield)
Hit Points 21 (6d6)
Speed 30 ft.
STR
8 (-1)
DEX
16 (+3)
CON
10 (+0)
INT
10 (+0)
WIS
8 (-1)
CHA
8 (-1)
Skills Acrobatics +5, Perception +1, Stealth +8
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Goblin
Challenge 1/4 (50 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. 

Actions

Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 3) slashing damage.

Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 3) piercing damage.

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.

Bonus Proficiencies

1st-level Warrior feature

The sidekick gains proficiency in one saving throw of your choice: Strength, Dexterity, or Constitution.

In addition, the sidekick gains proficiency in two skills of your choice from the following list: Acrobatics, Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival.

The sidekick gains proficiency with all armor, and if it is a humanoid or has a simple or martial weapon in its stat block, it gains proficiency with shields and all simple and martial weapons.

Martial Role

1st-level Warrior feature

Each warrior focuses on offense or defense in their training. Choose one of the following options:

Attacker. The sidekick gains a +2 bonus to all attack rolls.

Defender. The sidekick can use its reaction to impose disadvantage on the attack roll of a creature within 5 feet of it whose target isn’t the sidekick, provided the sidekick can see the attacker.

Second Wind

2nd-level Warrior feature

The sidekick can use a bonus action on its turn to regain hit points equal to 1d10 + its level in this class. Once it uses this feature, it must finish a short or long rest before it can use it again.

The sidekick can use this feature twice between rests starting at 20th level.

Improved Critical

3rd-level Warrior feature

The sidekick’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.

Ability Score Improvement

4th-level Warrior feature

At 4th level and again at 8th, 12th, 14th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can’t increase an ability score above 20 using this feature.

Extra Attack

6th-level Warrior feature

The sidekick can attack twice, instead of once, whenever it takes the Attack action on its turn.

The number of attacks increases to three when the sidekick reaches 15th level.

If the sidekick has the Multiattack action, it can use Extra Attack or Multiattack on a turn, not both.

Battle Readiness

7th-level Warrior feature

The sidekick has advantage on initiative rolls.

Improved Defense

10th-level Warrior feature

The sidekick’s Armor Class increases by 1.

Indomitable

11th-level Warrior feature

The sidekick can reroll a saving throw that it fails, but it must use the new roll. When it uses this feature, it can’t use the feature again until it finishes a long rest.

The sidekick can use this feature twice between long rests starting at 18th level.

Monster Tags: Goblinoid

Habitat: ForestGrasslandHillUnderdark

MakxDante

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