Medium Humanoid (Goblin), Chaotic Good
Armor Class 16 Natural armor
Hit Points 14 (2d8 + 1)
Speed 35 ft.
STR
12 (+1)
DEX
16 (+3)
CON
13 (+1)
INT
7 (-2)
WIS
6 (-2)
CHA
9 (-1)
Saving Throws DEX +5, CON +3
Damage Vulnerabilities Fire, Lightning, Piercing
Damage Resistances Acid
Damage Immunities Cold, Fire
Condition Immunities Charmed, Exhaustion
Senses Darkvision They have a protective like layer underneath there eyelids where if it is shut they can see in the dark. Not in shades of gray they can see up to 15ft they see in color, Passive Perception 3
Languages Goblin Goblin, barley common it can not read or write for it never saw use for it
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Cognits superiority. Cognits superiority: Cognits superiority will make the chance of the cognit doing more damage (+2) and more cognits joining a fight coming from the ground or bushes. It can not be used until a long rest and it will not work if the cognit is alone or terrified. 1d20 success:16-20 Failure:1-15. Cognit must make a cha save (14 or higher for succes)

Spellcasting. Every single cognit has the spell form earth but it is instant and fast. if the fast-moving earth hits something or someone it will do 3d6 or x2 if a building

Actions

Powder Balls. Cognits will throw "powder balls" at the player but this rarley happens. It only works if the cognits live atleast 25 feet away from a major city or kingdom. the powder balls make you take a intelligence save (success:15-20 fail:1-14) if successful with the save you will has a disadvantage on everything for 1 turn. if failed the save, you will see your wildest dreams/fantasy's or if you roll low enough(1-10) you will see the worst thing ever imaginable to you and you will see both for about 3 turns. 1d20 for hit must be over Armour class

Sharp Claws. Sharp claws, sharp claws does 2d4 damage +2. must be up to 5ft away to attack. The cognit just takes its claws on its hands or feet and scratch you.

 

Reactions

Cognits stupidity. Cognits will find anything a threat and attack it unless it is a somewhat rare species like tortles,high elves, dragonborns,gnomes, or just rare ones in genral instead they will back up and scan the rare enemy instead of attacking.

SCARY MASK SCARY MASK! After the cognits kill something, they will spend a week making a mask out of the head of the enemy and decorate it to look "Scary" and who ever sees it must make a int save even the cognits also roll a 1d100 to test the possibility of them having it (10-40 no mask) (40-60 1 mask) (60-100 2-6 masks (aka roll a 1d6) If you fail your int save(16-20 success) you will be frightened for 2 turns. after the 2 turns you will have to keep making saves until you succeed and if you succeed you will not have to make a save for the masks until a next combat encounter.

 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The cognits are a deep blue creature with a dog like snout barking at enemys. they stand up right with deer like legs and with a very deep blue stripes on their shoulders and chest. they wear long pants or loon clothes. they use spears as their main weapon which they have a bonus of +3.  2 eyes on each side of their head fully yellow. They wear their hair in a mohawk or long hair. They see goblins as a enemy or a compation in result killing them and eating their bodys steal leaving meat and muscle showing from the goblins dead bodys

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: Goblinoidhumanoid

Habitat: ArcticCoastalDesertForestGrasslandHill

Traveling_Adventurer48

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