Small Humanoid (Goblinoid), Neutral Evil
Armor Class 15 (leather armor, shield)
Hit Points 9 (3d6)
Speed 30 ft.
STR
7 (-2)
DEX
15 (+2)
CON
10 (+0)
INT
8 (-1)
WIS
12 (+1)
CHA
10 (+0)
Skills Animal Handling +5
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Goblin, Worg
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Nimble Riders. The badland goblin can take the Mount or Dismount action costing no movement. Furthermore, the badland goblin has advantage on dexterity saving throws for being knocked off their mount.

Calvary Pack Tactics. The badland goblin has advantage on an attack roll against a creature if at least one of the badland goblin’s allies is within 15 feet of the creature and the ally isn’t incapacitated. The attacking badland goblin has to be mounted.

Actions

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

Badlands Bow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Description

Badland goblins are more slender and beige than their famous kin. They are skilled in calvary-based combat and prefer the open steppes of the Badlands to enclosed dungeons and Forrest as their kin. They hunt in smaller numbers than their kin as well, but always use mounts, typically Worgs. 

Monster Tags: Goblinoid

Habitat: DesertGrasslandHill

Lo_tar

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