Small Humanoid (Goblinoid), Lawful Neutral
Armor Class 15 (leather armor and buckler)
Hit Points 22 (4d6 + 2)
Speed 30 ft.
STR
8 (-1)
DEX
14 (+2)
CON
14 (+2)
INT
8 (-1)
WIS
12 (+1)
CHA
6 (-2)
Skills Stealth +6
Damage Immunities Radiant
Senses Darkvision 120 ft., Truesight 120 ft, Passive Perception 11
Languages Common, Goblin
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Amber Regeneration. If the goblin is reduced to 0 hit points by slashing or piercing damage, the next round on its initiative count, two goblins grow from the corpse. If the goblin has taken lightning or necrotic damage in the same round it was reduced to 0, this effect does not occur.

Actions

Multi-attack. The goblin makes a scimitar attack and an amber spittle attack if available.

Scimitar. 1 target, +5 to hit, 1d6 +2 slashing damage.

Amber Spittle. (Recharge 5-6).1 target, +4 to hit, 50/120 ft, 1d4+2 radiant damage. Target must make a DC 13 Constitution Saving Throw, being blinded on a failure.

Shortbow. 1 target, +5 to hit, 1d6 +2 piercing damage.

 

Bonus Actions

Nimble Escape. The goblin make take the disengage or hide action as a bonus action.

Prank. The goblin may make one of the following pranks against a target within 5 feet.

Pull down their pants: The goblin makes a sleight of hand check against the target's AC. On a success, the goblin pulls down their pants to their ankles. The target is restrained until they use an action to pull them up again.

Yoink: The goblin reaches towards something on the person within reach and makes a sleight of hand check. On a success, the goblin takes the item. On a success that is higher than the target's passive perception, the target thinks they made a failed attack roll and is unaware the item is missing. At DM's discretion, a large item, such as a longsword, might be noticed regardless of the target's passive perception.

Wool over the eyes: The goblin makes either an athletics check or an acrobatics check and the target does the same. On a success, the goblin leaps onto the target's back and places a sack (buckets also work) over the target's head and holds it there. The target is blinded and grappled. When breaking the grapple, the goblin must use athletics.

Rope trick. Requires two goblins working in tandem. Each goblin holds one side of the rope and then they wrap around the target. Target must make a Dexterity saving throw or is knocked prone. The second goblin may use their action to tie a knot. Make a DC 15 sleight of hand check. On a success, the target is restrained. A creature may try to untie the knot by using an action to untie it, succeeding if they exceed the goblin's role.

Description

    When Theran, diety of order and law, died, his blood came down in amber pools. When certain creatures drank such amber, they mutated. These goblins are such creatures.  While they still retain their pranking ways, the lawful nature of Theran has done much to increase the unity of the goblins and their ambition.

Monster Tags: Goblinoid

Habitat: ForestGrasslandHillUnderdark

Zeal574

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