Medium Or Small Humanoid (Goblinoid), Chaotic Evil
Armor Class 17 (thick leather armor)
Hit Points 9 (2d6)
Speed 30 ft., climb 20 ft., burrow 30 ft.
STR
8 (-1)
DEX
17 (+3)
CON
10 (+0)
INT
9 (-1)
WIS
4 (-3)
CHA
2 (-4)
Saving Throws DEX +5
Skills Animal Handling +7, Stealth +6
Damage Resistances Acid
Damage Immunities Cold, Poison
Condition Immunities Blinded, Frightened, Grappled, Petrified, Poisoned
Senses Darkvision 60 ft., Passive Perception 5
Languages Common, Goblin These creatures only know how to speak with one another in Torln which is an ancient form of modern day goblin tounge.
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Actions

Dagger. Melee Weapon Attack: +2 to hit, reach 3 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Crossbow. Ranged Weapon Attack: +5 to hit, range 80/480 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Reactions

These annoyances will loot the unused equipment from any fallen comrades during battle.

Description

These creatures are abhorred beings of the dark. Living deep within mountains they have large claw like nails for digging and have nearly become blind from the dark. They have pale grey skin and have fairly strong arms. They have round dented ears and flat thin noses.

Lair and Lair Actions

Their lairs include camps and mines that they have overrun. They set traps in these lairs that they are aware of. They set these traps for those foolish enough to simply barge into their lairs. These traps include bear traps, rope snares, darts, etc. They also use towers or terrain to their advantage and will purposely run to advantages spots for them.

Monster Tags: Goblinoid

Habitat: DesertForestGrasslandHillMountainSwampUnderdark

Alchemic_Gamer

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