Small Humanoid (Goblinoid), Neutral Evil
Armor Class 17 (chain shirt, shield)
Hit Points 21 (6d6)
Speed 30 ft.
STR
8 (-1)
DEX
14 (+2)
CON
10 (+0)
INT
10 (+0)
WIS
8 (-1)
CHA
8 (-1)
Skills Stealth +6
Senses Darkvision 60 ft., Passive Perception 9
Languages Common, Goblin
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Nimble Escape. The wielder can take the Disengage or Hide action as a bonus action on each of its turns.

Magic Item. The wielder own one magic item of rare or uncommon rarity. If the goblin is wielding a rare magic item, its challenge rating becomes CR 2 (450 XP) (Tip: the wielder is likely to have equipment that benefits it. For example, a wielder with Gauntlets of Ogre Power is likely to use Longsword or Warhammer rather than a scimitar, and wear medium or heavy armor.) 

Source of Power. When the wielder reduces a creature to 0 hit points while it has its magic item equip, it gain 5 temporary hit points. If it reduces a creature to 0 hit points using its magic item, it gains 15 temporary hit points.

 

Actions

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

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Description

When a goblin gains access to magical abilities, it usually soars through the ranks quickly to the top. This is to their "Booyahg" or ability to use magic.

Monster Tags: Goblinoid

Habitat: ForestGrasslandHillUnderdark

Real_Pat_FTW

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