Small Humanoid (Goblinoid), Neutral Evil
Armor Class 15 (leather armor, shield)
Hit Points 10 (3d6)
Speed 30 ft.
STR
8 (-1)
DEX
14 (+2)
CON
10 (+0)
INT
10 (+0)
WIS
8 (-1)
CHA
8 (-1)
Skills Stealth +6
Senses Darkvision 60 ft., Passive Perception 9
Languages Common, Goblin
Challenge 1/2 (100 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.

Carrion Crawler Mucus (3/Day). When the goblin hits a creature with an attack, it may choose to deal an additional 1d4 poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success. 

Actions

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. 

Dagger. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 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.

Monster Tags: Goblinoid

Habitat: ForestGrasslandHillUnderdark

blakejohnson217

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