Small Humanoid (Goblinoid), Neutral Evil
Armor Class 17 (chain shirt, shield)
Hit Points 21 (6d6)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
10 (+0)
INT
10 (+0)
WIS
8 (-1)
CHA
10 (+0)
Skills Stealth +6
Senses Darkvision 60 ft., Passive Perception 9
Languages Common, Goblin
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Strike from the shadows. The goblin can take the Dash or Hide action as a bonus action on each of its turns.

Glow Jam. A creature subjected to this poison must succeed on a DC 13 Dexterity saving throw or be covered in a fluorescent ooze for one minute. The affected creature sheds dim light in a 10-foot radius.Any attack roll against the affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Red moss poison.   A creature subjected to this poison must succeed on a DC 13 Constitution saving throw, or take 3(1d6) poison damage and have its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. If the saving throw fails by 5 or more, the creature takes 2d6 poison damage instead.

Blue moss poison.     A creature subjected to this poison must succeed on a DC 13 Constitution saving throw, or take 3(1d6) poison damage and have its speed is reduced by 10 feet for one minute. At the end of each of its turns, the creature can repeat the saving throw. on a succesful save the creature is no longer slowed. If the saving throw fails by 5 or more, the creature has its speed reduced for one hour instead

Yellow moss poison.  The target must succeed on a DC 13 Constitution saving throw, or take 3(1d6) poison damage and be poisoned for one minute. If the saving throw fails by 5 or more, the creature is poisoned for one hour instead

 

Actions

Multiattack. The goblin makes two attacks with its scimitar or blowgun. The second attack has disadvantage.

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage and Faerie Goo effect.

Blowgun. Ranged Weapon Attack: +4 to hit, range 25/100 ft., one target. Hit: 1 and a random moss poison.

Glowing Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage and the creature must save or be covered in the Faerie Goo poison. The javelin sheds dim light in a 10-foot radius after being thrown. The skirmisher only has two of these javelins at a time.

Reactions

Redirect Attack. When a creature the goblin can see targets it with an attack, the goblin chooses another goblin within 5 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead.

Previous Versions

Name Date Modified Views Adds Version Actions
2/5/2019 11:31:44 PM
20
1
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Coming Soon

Monster Tags: Goblinoid

Habitat: ForestGrasslandHillUnderdark

Haikumagician

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