Medium Humanoid (Goblin), Neutral Evil
Armor Class 12 (natural armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft., Swim 40 ft.
STR
13 (+1)
DEX
11 (+0)
CON
12 (+1)
INT
12 (+1)
WIS
14 (+2)
CHA
13 (+1)
Skills Perception +6, Religion +3
Senses Darkvision 120 ft., Passive Perception 16
Languages Aquan, Goblin
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Blood Frenzy. The aqua goblin priestess has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

Amphibious. The aqua goblin can breathe water and air.

Pack Tactics. The aqua goblin has advantage on an attack roll against a creature if at least one of the aqua goblin's allies is within 5 feet of the creature and the ally isn't incapacitated.

Slippery. The aqua goblin has advantage on ability checks and saving throws made to escape a grapple.

Spellcasting. The aqua goblin is a 6th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). She has the following cleric spells prepared:

Cantrips (at will): toll the dead, guidance

1st level (4 slots): bless, detect magic, guiding bolt

2nd level (3 slots): hold person, spiritual weapon (trident)

3rd level (3 slots): mass healing word, bestow curse

Actions

Multiattack. The aqua goblin makes two attacks: one with her bite and one with her claws.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.

Habitat: CoastalUnderwater

InkdMage

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