Small Humanoid (Goblinoid), Neutral Evil
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)
Skills Stealth +6, Survival +7
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.

Monster Tags: Goblinoid

Habitat: MountainUnderdark

Nidel

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