Small Humanoid (Goblinoid), Neutral Evil
Armor Class 12 Natural
Hit Points 9 (3d6)
Speed 30 ft.
STR
8 (-1)
DEX
14 (+2)
CON
10 (+0)
INT
10 (+0)
WIS
8 (-1)
CHA
8 (-1)
Skills Stealth +6
Senses Darkvision 60 ft., Passive Perception 9
Languages Angler Goblins chatter to eachother in clicks
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

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.

 

Actions

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.

Monster Tags: Goblinoid

Habitat: Swamp

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