Small Humanoid (Goblinoid), Chaotic Evil
Armor Class 15 (leather armor, shield)
Hit Points 22 (5d6 + 5)
Speed 30 ft., Climb 10 ft.
STR
8 (-1)
DEX
14 (+2)
CON
10 (+0)
INT
10 (+0)
WIS
8 (-1)
CHA
8 (-1)
Skills Perception +4, Stealth +8
Senses Darkvision 60 ft., Unknown, Passive Perception 12
Languages Common, Goblin Ghukliak
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.

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.

**Spellcasting**: The goblin is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The goblin has the following wizard spells prepared:

- Cantrips (at will): mage hand, minor illusion, poison spray

- 1st level (4 slots): mage armor, magic missile, witch bolt

- 2nd level (2 slots): misty step, ray of enfeeblement

**Dark Blast**: Ranged Spell Attack: +4 to hit, range 80/320 ft., one target. Hit: 9 (2d8) necrotic 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. But something isn't right with these ones. Their bodies are twisted, eyes almost vacant as black veins marble over their greyed skin. They seem almost mindless...Almost corrupt. 

 

This goblin has been corrupted by old dark magic, giving it spellcasting abilities and a necrotic ranged attack. It’s a bit tougher than a standard goblin, making it a suitable challenge for a level three party.

Monster Tags: Goblinoid

Habitat: ForestGrasslandHillUnderdark

Ardnaxela_2690

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