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
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