Small Humanoid (Goblinoid), Neutral Evil
Armor Class 17 (chain shirt, shield)
Hit Points 21 (6d6)
Speed 30 ft.
STR
10 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
8 (-1)
CHA
16 (+3)
Skills Stealth +8
Damage Resistances Fire
Senses Darkvision 60 ft., Passive Perception 9
Languages 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.

Actions

Multiattack. The goblin makes two attacks with its flaming spear. The second attack has disadvantage.

Flaming Spear. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8) piercing damage and 2 (1d4) fire damage.

Fire Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 6 (1d10) fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.

Burning Hands (Recharge 6). A thin sheet of flames shoots forth from the goblin's outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw (DC 12). A creature takes 11 (3d6) fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

Reactions

Redirect Attack. When a creature the goblin can see targets it with an attack, the goblin chooses another goblin within 5 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead.

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.

Cinderborn goblins have lived for generations in the forges of fire giants or volcanic lairs. Through the process of natural selection only those that have developed a affinity for controlling a resting fire has survived. 

Monster Tags: Goblinoid

Habitat: ForestGrasslandHillUnderdark

BaronTrousers

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