Medium Or Small Humanoid (Goblin, Goblinoid), Chaotic Evil
Armor Class 16 Natural
Hit Points 18 (6d6)
Speed 40 ft.
STR
12 (+1)
DEX
15 (+2)
CON
14 (+2)
INT
10 (+0)
WIS
8 (-1)
CHA
8 (-1)
Saving Throws STR +5, CON +4
Damage Resistances Necrotic
Senses Darkvision 60ft, Passive Perception 10
Languages Common, Goblin Mumbles when trying to speak
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

 

Nimble escape. The  goblin can take the disengage or hide action as a bonus action at the end of its turn.

Freakish strength. This creature has advantage on every strength based roll.

Actions

Multi attack. The corrupted goblin can attack twice every other turn with its Goblin punch.

Goblin punch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.

Corrupted claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) necrotic damage.

Description

Goblins which come in contact with foreign magic become a more aggressive, brutish version of them selves. Usually taking weeks to fully be corrupted, the goblins undergo a painful transformation sometimes causing them to double in size. The goblins lucky enough to come across this mysterious magic gain large egos and a mass of followers who worship them as Devine figures. If you come across these variants while traveling alone do not engage in combat as these cunning thugs will show no mercy.

Monster Tags: Goblinoidhumanoid

Habitat: ForestGrasslandHillMountain

Bigmandan666

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