Small Humanoid (Goblinoid), Neutral Evil
Armor Class 15 (leather armor, shield)
Hit Points 6 (2d6 - 1)
Speed 30 ft., Burrow 40 ft., Climb 30 ft.
STR
10 (+0)
DEX
16 (+3)
CON
8 (-1)
INT
8 (-1)
WIS
8 (-1)
CHA
8 (-1)
Skills Stealth +11, Survival +8
Damage Vulnerabilities Bludgeoning
Damage Resistances Poison
Senses Blindsight 60ft, Darkvision 120 ft., Passive Perception 9
Languages Common, Goblin, Primordial, Terran
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

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.

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

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. 

Monster Tags: Goblinoid

Habitat: ForestGrasslandHillUnderdark

grryt

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