Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Assassinate. During its first turn, the goblin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.
Evasion. If the goblin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the goblin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Sneak Attack. Once per turn, the goblin deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the goblin that isn't incapacitated and the goblin doesn't have disadvantage on the attack roll.
Broken Shank. The goblin can use a bonus action on its turn to target one creature within 5 feet of it with an off hand attack. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
Rusty Short Sword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Mangled Light Crossbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing 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.
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