Small Humanoid (Goblinoid), Neutral Evil
Armor Class 17 (leather armor, shield)
Hit Points 40 (8d6 + 16)
Speed 30 ft.
STR
16 (+3)
DEX
18 (+4)
CON
14 (+2)
INT
10 (+0)
WIS
12 (+1)
CHA
8 (-1)
Saving Throws DEX +6, CON +4
Skills Perception +4, Stealth +7
Damage Resistances Poison
Senses Darkvision 60 ft., Passive Perception 14
Languages Common, Goblin
Challenge 2 (450 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.

Actions

Multiattack: The badlands goblin can make two attacks with its scimitar or crossbow.

Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) slashing damage plus an additional 7 (1d6) posion damage.

Crossbow. Ranged Weapon Attack: +7 to hit, range 60/180 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus an additional 7 (1d6) poison damage.

Description

Goblins are small, black-hearted humanoids that lair in despoiled dungeons and other dismal settings. Individually weak, they gather in large numbers to torment other creatures. Badland goblins have adapted to be a bit tougher than the standard recognized goblin. They have learned how to ferment and fester their waste in order to coat their blades and arrow tips in it.

Monster Tags: Goblinoid

Habitat: ForestGrasslandHillUnderdark

Garvin_Goodslinger

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