Small Humanoid (Goblinoid), Typically Chaotic Good
Armor Class 18 (plate, shield)
Hit Points 18 (4d8)
Speed 35 ft.
STR
17 (+3)
DEX
14 (+2)
CON
19 (+4)
INT
11 (+0)
WIS
9 (-1)
CHA
7 (-2)
Saving Throws STR +5
Skills Athletics +8
Condition Immunities Charmed
Senses Darkvision 90 ft., Passive Perception 12
Languages Common, Goblin
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Pocket Sand Technique. The goblin can take the Disengage and blind anyone in 5 feet as a bonus action on each of its turns.

Actions

Gauntlet. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 2) bludgeoning damage.

Rock Throw. Ranged Weapon Attack: +4 to hit, range 40/100 ft., one target. Hit: 5 (1d6 + 3) bludgeoning damage.

Description

Cloblins are small, honorable humanoids that lair in the local tavern or fighting pits and other settings with a good chance of a brawl. Strong individually, but even stronger when in groups of 3 or more. Their adherence to their code of honor sometimes gets them killed.

Monster Tags: Goblinoid

Habitat: Urban

schizoidman

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