Sunlight Sensitivity. While in sunlight, the cave Goblin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Nimble Climber. Cave Goblins suffer no movement penalties while climbing up vertical surfaces. They may climb upside down at half speed.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Bite. Ranged Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Following a bite from a cave Goblin, the bitten individual must make a DC10 CON save or become infected with Cave Canker
Description
Cave Goblins dwell in dark subterranean tunnels. Like their kin on the surface they have razor sharp teeth and an innate sense of cowardice, meaning they are only brave in large numbers. Life without sunlight has bleached their skin a pasty white and their eyes are solid black, while their teeth are external, growing from their hardened lips.
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Posted Mar 3, 2019What's cave canker?
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Posted Mar 3, 2019DC10 CON save following a bite from a cave-dwelling creature. Through their diet of fungus and partially decayed creatures (which they scavenge from the cave floors when there are no live creatures available) the mouths of these cave-dwellers become petri-dishes of harmful bacteria that manifest as Cave canker. It has a trivial infection rate, as it requires the disease riddled carriers to bite those they come into contact with, and thus is not considered to be a true plague. Indeed most examples of the disease are found in the populations mining towns, as they stumble into clutches of cave Goblins, concealing themselves in their underground lairs and taken by surprise.
Effects of the disease can be felt hours after infection and include:
Curing the affliction is fairly straightforward. Adhere to the patient’s needs, make sure they are well hydrated and well rested, avoiding any extraneous activity. At the end of each day the afflicted may reroll the CON save to remove the affliction, increasing the DC by 1 for each consecutive day that they have been engaging in anything extraneous, or decreasing the DC by 1 for each consecutive day of rest they have had. E.g. if the creature has become afflicted, but continues to work for the following three days, the check at the end of the third day will require a 13 for recovery (the first day being DC11 and second being DC12).