Small Humanoid (Goblinoid), Neutral Evil
Armor Class 15 (studded leather armor)
Hit Points 7 (12d6 + 12)
Speed 30 ft.
STR
9 (-1)
DEX
17 (+3)
CON
12 (+1)
INT
16 (+3)
WIS
17 (+3)
CHA
10 (+0)
Saving Throws INT +5, WIS +5
Skills Stealth +7
Damage Resistances Psychic
Senses Darkvision 60 ft., Passive Perception 54
Languages Common, Goblin, Telepathy 30 ft.
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Mental Burst. When the goblin dies, its pent-up mental energy explodes in a psychic blast. Each creature within 5 feet of it must succeed on a DC 13 Intelligence saving throw or take 5 (2d4) psychic damage.

Mental Fortitude. The goblin has advantage on saving throws against effects that would make it have the charmed or frightened condition.

Touch of Death. When the goblin reduce a creature with 5 feet of you to 0 hit points, you gain 7 temporary hit points.

Actions

Multiattack. The goblin makes two Unarmed Strike attacks. The goblin can use its bonus action to make a third Unarmed Strike attack.

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 3 (1d6) psychic damage.

Bonus Actions

Nimble Escape. The goblin takes the Disengage or Hide action.

Telekinetic Shove. The goblin targets one creature it can see within 30 feet of itself with a thrust of telekinetic force. The target must succeed on a DC 13 Strength saving throw or have the prone condition.

Reactions

Deflect Missile. As a reaction, the goblin can deflect or catch the missile when they are hit by a ranged weapon attack. When they do so, the damage they take take from the attack is reduced by 1d10+8.

Slow Fall. As a reaction when the goblin falls, they can reduce any falling damage by 25.

Monster Tags: Goblinoid

akrummi

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