Amphibious. The Aqua Goblin can breathe air and water.
Pack Tactics. The Aqua Goblin has advantage on an attack roll against a creature if at least one of the Aqua Goblin’s allies is within 5 feet of the creature and the ally isn't incapacitated.
Slippery. The Aqua Goblin has advantage on ability checks and saving throws made to escape a grapple.
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 1) piercing damage, and the target must succeed in a DC 12 Strength Saving throw or be grappled.
Net. Ranged Weapon Attack: +4 to hit, range 5/15 ft., one Large or smaller creature. Hit: The target is restrained. A creature can use its action to make a DC 10 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) frees the target without harming it and destroys the net.
Description
Aquatic cousins of the more common goblinoid races, Aqua Goblins tend to be extremely territorial, attacking anyone who stumbles upon their underwater homes. Living in ramshackle dwellings made primarily of kelp, coral, and driftwood, they gather shiny objects to adorn their homes, treating them almost like small dragon hordes.
The Aqua Goblins tend to mob their enemies, grabbing hold with their rows of small razor sharp teeth and not letting go. Sailors attacked by these goblins liken them to being swarmed by Piranha.
Previous Versions
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7/6/2019 3:26:20 PM
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Posted Jan 27, 2026I actually love this idea a lot, Thank you for creating these!!