Incorporeal Movement. The Gobber can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Sunlight Sensitivity. While in sunlight, the Gobber has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Crystal Augmentation (once per day). The Gobber can add 1d8 to any roll that it makes, being an attack roll, a check, or a saving throw.
Spectral Attacks. The Gobber's attacks are considered magical.
Immovable Weight. The Gobber cannot be moved by any force that is not itself.
Gooey Carapace. Anything that the Gobber touches with it's movement, or any of it's attacks becomes difficult terrain. If this difficult terrain is walked over by anyone other than the Gobber, they must succeed a DC 17 dexterity saving throw or fall prone.
Chained. The Gobber has advantage on Constitution saving throw.
Multiattack. The Gobber can attack twice with either Slam or Paranormal Goo.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 32 (5d8 + 8) bludgeoning damage.
Paranormal Goo. RangedWeapon Attack: +8 to hit, range 30/90 ft., 1 target. Hit: 29 (5d6 + 10) acid damage. If hit, the target must succeed a DC 18 dexterity saving throw or be paralyzed for 1 minute.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
3/22/2024 2:36:40 PM
|
0
|
1
|
1
|
Coming Soon
|
|
|
3/22/2024 2:41:41 PM
|
0
|
1
|
1.1
|
Coming Soon
|
Comments