Daylight Sensitivity. When the goblin starts it’s turn while not submerged in water and in direct daylight, it suffers 1 level of exhaustion. The goblin can rid itself of such a level by spending 1 minute submerged in water.
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Spear. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) or 6 (1d8 + 2) piercing damage if used with two hands.
Harpoon. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a medium or smaller creature, it must succeed on a Strength contest against the goblin or be pulled up to 20 feet toward the goblin.
Description
Water Goblins are an adapted type of goblin. Once upon a time a group of goblins moved down into the ocean and adapted themselves to an aquatic environment. Through time these developed into water goblins. Water goblins now looks much like blue goblins with slimy blubbery skin.
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Posted Jul 4, 2022Well, if you tried to do an aquatic goblinoid maybe it was just too similar to the regular goblin.