Small Humanoid (Goblinoid), Chaotic Neutral
Armor Class 17 leather
Hit Points 12 (2d8 + 2)
Speed 60 ft.
STR
10 (+0)
DEX
14 (+2)
CON
13 (+1)
INT
11 (+0)
WIS
12 (+1)
CHA
6 (-2)
Saving Throws STR +2, DEX +4, CON +3
Skills Deception +10
Damage Resistances Piercing
Condition Immunities Blinded
Senses Blindsight, Passive Perception 15
Languages Common, Common, Goblin common,Goblin,
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

 stones endurance: This goblin has advantage on all saving throws except for intelligence. 

Spell-casting. Healing word 

Actions

Escape: The goblin scuttles off to heal and find help.

Action Short Sword: Short Sword: +4 to hit, reach 5 ft., 1 target. Hit: +2 (1d6+3) [piercing ] damage. 

Action Hand cross bow.  Hand cross bow: +2 to hit, range 30/60 ft., 1 target. Hit: +2 (1d6 + 2) [piercing ] damage.

Reactions

 Run!: The Goblin turns a flees. 

Description

This Goblin looks and talks a bit unusual this Goblinoid  has rock like protrusions coming out of its arms shoulders and face as well as milky white eyes.(It has blind sight for 120 ft) it also seems to have grown to be one with he cave it lives in. 

Lair and Lair Actions

It's lair is a cavern like no other. 

Lair Actions

On initiative count 15 (losing initiative ties), the [Cave goblin] takes a lair action to cause one of the following effects; the [Cave Goblin] can’t use the same effect two rounds in a row:

  • rock traps:thought the lair small rocks have depressions around them and will make rocks fall on to said player. they must succeed  a DC 15 DEX saving throw. 

 

Previous Versions

Name Date Modified Views Adds Version Actions
3/19/2019 8:17:07 PM
7
1
1
Coming Soon

Monster Tags: Goblinoid

Habitat: Mountain

Milo_Tealleaf

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