Small Humanoid (Goblinoid), Chaotic Neutral
Armor Class 15 (leather armor, shield)
Hit Points 7 (2d6)
Speed 30 ft.
STR
8 (-1)
DEX
14 (+2)
CON
10 (+0)
INT
10 (+0)
WIS
8 (-1)
CHA
8 (-1)
Skills Sleight of Hand +6, Stealth +6
Senses Darkvision 60 ft., Passive Perception 9
Languages Common, Goblin
Challenge 1/4 (50 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.

Don't Look Behind You. The goblin can use a move action to teleport directly behind another creature (up to 30 feet).

Shiny. The goblin is attracted to shiny, pretty, quirky, or fancy objects, the goblin will forgo other actions on it's turn to attempt to steal shiny objects.  Shortly after acquiring said object the goblin will often drop it on the ground in disinterest.

Actions

Barbed Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 2) bludgeoning damage.

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

Grenade. Ranged Weapon Attack: +4 to hit, range 20/60 ft., Blast 3. DC15 dexterity check, on a failure creatures with in the blast take 9 (3d6) force damage.

Reactions

 Prone to Explode. If the goblin takes any amount of fire damage it explodes where it currently stands.  Blast 3, DC15 dexterity check, on a failure creatures with in the blast take 27 (9d6) force damage

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.

Chaos Goblins on the other hand can be found anywhere things are happening.  Drawn to chaotic situations, a Chaos Goblin is as likely to help you as attack you, and they may change there minds mid interaction.

Monster Tags: Goblinoid

Habitat: ForestGrasslandHillUnderdark

pitweval

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