Small Humanoid (Goblinoid), Neutral Evil
Armor Class 13 (leather armor)
Hit Points 14 (4d6)
Speed 30 ft.
STR
8 (-1)
DEX
15 (+2)
CON
10 (+0)
INT
10 (+0)
WIS
8 (-1)
CHA
13 (+1)
Skills Arcana +2, Stealth +6
Senses Darkvision 60 ft., Passive Perception 9
Languages Auran, Common, Goblin
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Spellcasting. The goblin is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). It knows the following sorcerer spells:

Cantrips (at-will): gustmage hand (invisible but hums audibly), magic orb (new)thunderclap
1st level (4 slots): catapultfeather fallthunderwave
2nd level (3 slots): gust of windlevitate

Wild Winds. Whenever the goblin casts a spell of 1st-level or higher, it can summon wind within its choice of the spell's area, the area within 10 feet of the goblin, or the area within 5 feet of one target. This wind lasts until the end of its next turn, disperses gas or vapor, and extinguishes unprotected flames in its area that are torch-sized or smaller. Ranged weapon attacks that pass through the wind are made with disadvantage. Unsecured objects of size Small or Tiny within the wind are each tossed up to 10 feet in a random direction. Objects take no damage from this movement.

Actions

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

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Magic Orb, as Wind (Cantrip). Melee or Ranged Spell Attack: +3 to hit, reach 5 ft. or range 30 ft., one target. Hit: 5 (1d10) bludgeoning damage.

Reactions

Chaotic Flight (Recharge 4–6). When an enemy moves within 5 feet of the goblin, the goblin flies up to 15 feet in a random direction to an unoccupied space. If the goblin is still aloft at the end of this movement, it falls unless it can stop the fall. This movement does not provoke opportunity attacks.

Description

Goblins are small, black-hearted humanoids that lair in despoiled dungeons and other dismal settings. Individually weak, they gather in large numbers to torment other creatures.

Some goblins are born with a wild magic connection to the chaos of storms and wind. Goblin magic is nearly always wild and chaotic, and the aeromancies of goblin wind rousers are no exception.

Wind rousers are usually flighty and scatterbrained, with extreme difficulty focusing on any single task for very long. They are regarded as unstable and mad even by other goblins, with most goblins staying clear of the wild power these sorcerers wield, lest they be hurled into the sky or tossed off a cliff accidentally. Despite this element of chaos, goblins still celebrate the wind rouser when their wind earns the goblins victory in battle, and most tribes are happy to keep a wind rouser around for warfare, so long as they stay safely at the edge of camp.

The most powerful of goblin wind rousers make allies of minor air elementals such as blowing spirits or dust mephits. They use their natural gifts to speak with the elementals, and their strange way of thinking makes it easier for them to connect with those creatures that are not native to the Material Plane. The mages command these elemental spirits in battle or send them ahead of the goblin forces to scout and spy on foes. Wind rousers can typically control these elementals for weeks or even months, but the bond is never permanent. The chaotic nature of the goblin mage's magic will eventually disrupt their control over these elementals, allowing them to escape.

Previous Versions

Name Date Modified Views Adds Version Actions
5/16/2022 10:08:40 PM
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Monster Tags: Goblinoid

Habitat: ForestGrasslandHillUnderdark

BenevolentEvil

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