Small Monstrosity (Cursed, Goblinoid), Chaotic Evil
Armor Class 11 Natural Armor
Hit Points 13 (2d12)
Speed 20 ft.
STR
10 (+0)
DEX
12 (+1)
CON
10 (+0)
INT
8 (-1)
WIS
7 (-2)
CHA
6 (-2)
Skills Stealth +4
Damage Vulnerabilities Fire
Damage Resistances Poison
Damage Immunities Acid
Condition Immunities Blinded, Charmed, Poisoned
Senses Blindsight 60 ft., Tremorsense 30 ft., Passive Perception 9
Languages Not able to speak or understand language
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Vile Blood. Any creature that is within 5ft. of the Anthemian Goblin when it dies must make a DC 15 Dexterity save or take 2d4 acid damage.

Actions

Slam. Melee Weapon Attack: +0 to hit, reach 5 ft., 1 target. Hit: 10 (2d8 + 2) bludgeoning damage. 

Vile Spit. Ranged Weapon Attack: +2 to hit, range 15/30 ft., 2 target. Hit: 7 (1d10 + 2) poison damage.

Fungal Spread. At the start of the Anthemian Goblin's next turn they explode and all creature's in a 5 ft. radius of the creature take 2d12 acid damage. Additionally, the creature gains +5 AC when this action is taken. On the turn this action is taken the Anthemian Goblin bends down in a fetal position and starts to hiss.

Description

A goblin somehow subjected to the Anthema virus and now forever cursed to wander. Most Anthemian Goblins are pets in their original band of goblins but other times they roam about the landscape on their own trying to infect whatever they can; burning a signature oxblood rune into whatever they attack. Dark red Pores, pustulates, and horn-like tubes run across their bodies.

Monster Tags: Goblinoid

Habitat: ForestGrasslandHillUnderdark

MeButIn4K

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