Small Humanoid (Goblinoid), Neutral Evil
Armor Class 15 (Shell armor)
Hit Points 7 (2d6)
Speed 30 ft., Swim 30 ft.
STR
8 (-1)
DEX
14 (+2)
CON
10 (+0)
INT
10 (+0)
WIS
8 (-1)
CHA
8 (-1)
Skills Stealth +6
Damage Resistances Cold
Damage Immunities Fire
Senses Darkvision 60 ft., Passive Perception 9
Languages Common, Goblin
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Aquatic Healing. If the Blue Goblin ends it’s turn in water it heals for 1d4.

Amphibious. The Blue Goblin breathes both in water and air.

Actions

Shell Attack. Melee Weapon Attack: +5 to hit, reach 5ft, one target. Hit: 7 (1d6+3) piercing damage.

Multiattack. The Blue Goblin makes two attacks with its shell and rock weapons.

Rock Throw. Ranged Weapon Attack: +5 to hit, range 20/60ft, one target. Hit: 6 (1d4+3) bludgeoning damage.

Description

Once a mischievous goblin living in the caves, Blue Goblin was banished from his clan after accidentally setting fire to their home. Seeking refuge in the nearby river, he discovered that he was immune to fire but vulnerable to the cold. To survive, he fashioned armor from the shells and rocks he found and learned to fight with them. Now, he resides in the shallow waters, preying on unsuspecting travelers who dare to cross his territory.

Monster Tags: Goblinoid

Habitat: CoastalSwampUnderwater

JordanKnowsYou

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