Small Humanoid (Goblinoid), Neutral Evil
Armor Class 16 (scale mail)
Hit Points 5 (2d6 - 2)
Speed 30 ft.
STR
8 (-1)
DEX
14 (+2)
CON
9 (-1)
INT
10 (+0)
WIS
14 (+2)
CHA
7 (-2)
Skills Stealth +6
Damage Vulnerabilities Fire, Radiant
Damage Resistances Cold, Force
Senses Darkvision 60 ft., Passive Perception 12
Languages Aquan, Goblin
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

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.

Actions

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.

Monster Tags: Goblinoid

Habitat: ForestGrasslandHillUnderdark

Bengt_the_Great

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