Armor Class
11
(leather armor)
Hit Points
7
(2d6)
Speed
20 ft.
STR
8
(-1)
DEX
11
(+0)
CON
10
(+0)
INT
3
(-4)
WIS
4
(-3)
CHA
4
(-3)
Skills
Stealth +2
Damage Immunities
Poison
Condition Immunities
Poisoned
Senses
Darkvision 60ft., Passive Perception 7
Languages
Common, Goblin
Challenge
1/4 (50 XP)
Proficiency Bonus
+2
Traits
Undead Fortitude. If damage reduces the Zombie Goblin to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the Zombie Goblin drops to 1 hit point instead.
Actions
Slam. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage.
Bite. Melee Weapon Attack: +2 to hit, 5ft., one target. Hit: 3 (1d6) piercing damage.
Description
Goblins raised from the dead; greyed skin, open wounds, and no strength left to hold a weapon. These creatures, though still nimble, struggle to move as they did in life. Somehow smelling worse than they did when they were alive, Zombie Goblins are very unpleasant creatures to deal with.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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8/17/2022 1:52:30 AM
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3
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0
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1
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Coming Soon
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8/22/2022 10:01:51 AM
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3
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0
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Coming Soon
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