Small Humanoid (Goblinoid), Neutral Evil
Armor Class 16 (leather armor, shield)
Hit Points 18 (3d6)
Speed 30 ft.
STR
12 (+1)
DEX
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
8 (-1)
CHA
8 (-1)
Saving Throws DEX +8
Skills Stealth +6
Senses Darkvision 60 ft., Passive Perception 9
Languages Common, Goblin
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.

Batwing Effects: Gains +2 Strength and +2 Constitution (included above). At the start of each turn, must succeed on a DC 8 Intelligence saving throw. On a failure, the goblin attacks the nearest ally instead of an enemy.
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.

Lair and Lair Actions

Cave Echo (Bonus Action, Recharge 5–6):
 
The goblin lets out a piercing, resonant screech that rebounds unnaturally in the caverns. Fail of a DC 12 wisdom check grants advantage to the next attack against them

Monster Tags: Goblinoid

Habitat: ForestGrasslandHillUnderdark

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