Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Ambusher. The goblin has advantage on attack rolls against any creature it has surprised.
Surprise Attack. If the goblin surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.
Pack Tactics. The goblin has advantage on attack rolls against a creature if at least one of the goblin's allies is within 5 feet of the creature and the ally isn't incapacitated.
Fury of the Small. When the goblin damages a creature with an attack and the creature’s size is larger than the goblin's, it can cause the attack to deal an extra 3 damage to the creature. Once it use this trait, it can’t use it again until the goblin finishes a short or long rest.
Goblin Recurve Shortbow. Ranged Weapon Attack: +5 to hit, range 60/105 ft., one target. Hit: 6 (1d6 + 3) piercing damage. (recurve special: as a bonus action the goblin can attack with this weapon. range 60/105 ft.)
Black Steel Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 3) piercing damage.
Goblin Recurve Shortbow. Ranged Weapon Attack: +5 to hit, range 60/105 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Description
These goblins are not mindless balls of rage. They harness a level of intelligence that makes them formidable tacticians and fighters. Individually under powered, they gather in large numbers to overwhelmingly ravage their prey. They do not prefer head to head combat if they can help it. Instead preferring to use guerilla tactics and ambushes. Beware the tall grasses, the forest trees, the jagged hills, or even the darkness of night for all could hide these devious goblins.
Previous Versions
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10/20/2019 12:48:34 PM
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15
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1
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Coming Soon
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3/19/2024 1:26:52 AM
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109
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14
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2
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Coming Soon
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