Small Humanoid (Goblinoid), Neutral Evil
Armor Class 14 (leather armor)
Hit Points 26 (6d6 + 4)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
10 (+0)
INT
12 (+1)
WIS
8 (-1)
CHA
8 (-1)
Saving Throws DEX +4
Senses Darkvision 60 ft., Passive Perception 9
Languages Common, Goblin
Challenge 1 (200 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

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Alchemist Fire. 3/day. Ranged Weapon Attack. Range 20ft. +5 to hit. On hit, the glass vial will break and create an explosion of fire and the target creature will take 2d6 fire damage. Any creature within 5ft of explosion will have to succeed on a Dexterity saving throw DC12 or take 1d6 fire 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.

Monster Tags: Goblinoid

Habitat: ForestGrasslandHillUnderdark

Codizzzzzle

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