Armor Class
16
(Natural armor)
Hit Points
7
(2d6 + 1)
Speed
30 ft., Burrow 40 ft.
STR
7
(-2)
DEX
12
(+1)
CON
9
(-1)
INT
12
(+1)
WIS
9
(-1)
CHA
8
(-1)
Damage Vulnerabilities
Bludgeoning
Damage Resistances
Poison
Senses
Blindsight 60 ft., Passive Perception 9
Languages
Common, Primordial
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.
Echolocation. The goblin can reroll Perception, and take the higher number.
Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one\two target. Hit: 5 (1d6 + 4) slashing damage.
Rock. Ranged Weapon Attack: +4 to hit, range 60/200 ft., one target. Hit: 5 (1d8 + 2) bludgeoning damage.
Description
Cave Goblins, are a miracle of evolution, with a tiny body, pasty skin, and huge black eyes, they are truly the apex of cave life. Cave goblins tend to live in grottos, with various “jobs”; fisherman, explorer, caretaker, chief.
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