Nimble Escape. The angler goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Charm. As a bonus action, the angler goblin's glowing lure can charm people for 1 round (DC10) and unless it has a compelling reason to not do this, it will try to charm enemies every round.
Climbing. Angler goblins can climb up cave walls as normal movement.
Swimming. Angler goblins can swim as normal movement, though they will need to come up for air every 5 minutes.
Angler Goblins are more animal than goblin, and only know of very simple tool use. They will not use or pick up weapons to fight.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Description
Though humanoid in appearance, Angler Goblins are more animal than their black-hearted cousins. They have a glowing, hypnotic lure that they use to charm small creatures so they can eat them. Individually weak, they gather in large numbers to torment other creatures.
Comments