Armor Class
15
(leather armor, shield)
Hit Points
7
(2d6)
Speed
45 ft.
STR
14
(+2)
DEX
14
(+2)
CON
12
(+1)
INT
6
(-2)
WIS
6
(-2)
CHA
4
(-3)
Saving Throws
STR +4
Skills
Athletics +2
Damage Vulnerabilities
Radiant
Damage Resistances
Necrotic
Condition Immunities
Charmed
Senses
Darkvision 60 ft., Passive Perception 9
Languages
--
Challenge
1/4 (50 XP)
Proficiency Bonus
+2
Traits
Blood Draw. Bonus Action Grapple: Roll Athletics contest, if Vampiric Goblin wins target must make a constitution saving throw DC 13. On a failed save they take 2d4 poison damage and the Vampiric Goblin heals that much.
Actions
Blood Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Blood Pines. Ranged Weapon Attack: +4 to hit, range 30/80 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Description
Vampiric Goblins are goblins that have been infected with vampirism. They are blood hungry and never seem to be full. Their skin is a dark grey and they have blood dripping from their mouth and eyes. They seem much stronger than regular goblins.
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