Nimble Escape: The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Sunlight Sensitivity: While in sunlight, the goblin has disadvantage on attack rolls, as well as Wisdom (Perception) checks that rely on sight. Also, while in sunlight, attackers have advantage against the goblin on attack rolls.
Echolocation: While in cave-like environments, the goblin can produce a sound wave that allows them to perceive better in the dark than normal, giving them advantage on Wisdom (Perception) rolls.
Nimble Climber: The goblin suffers no movement penalties while climbing up vertical surfaces. The goblin can climb upside down at half speed.
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
Goblins are small, black-hearted humanoids that lair in despoiled dungeons and other dismal settings. Individually weak, they gather in large numbers to torment other creatures.
Cave Goblins dwell in dark subterranean tunnels. Like their kin on the surface they have razor sharp teeth and an innate sense of cowardice, meaning they are only brave in large numbers. Life without sunlight has bleached their skin a pasty white and their eyes are solid black, while their teeth are external, growing from their hardened lips.
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