Small Humanoid (Goblinoid), Neutral Evil
AC 14 (chain shirt, shield)    Initiative +3 (13)
HP 52 (6d6)
Speed 30 ft.
Mod Save
STR 8 -1 -1
DEX 16 +3 +5
CON 16 +3 +3
Mod Save
INT 12 +1 +1
WIS 14 +2 +4
CHA 10 +0 +0
Skills Stealth +6
Senses Darkvision 60 ft., Passive Perception 9
Languages Common, Goblin
CR 1 (XP 200; PB +2)
Traits

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

Psionic Static (Passive)

Yeemik radiates faint psychic interference.

Creatures within 10 feet have disadvantage on their first opportunity attack each round

 

 

Multiattack (Boss Phase Only)

Yeemik makes two Psionic Lash attacks, or one Psionic Lash and one Mind Spike (if available)

Psionic Lash

Melee Spell Attack: +5 to hit, reach 5 ft., one target
Hit: 7 (1d8 + 3) psychic damage
Target must succeed on a DC 13 Wisdom saving throw or have disadvantage on its next attack roll

Mind Spike (Recharge 5–6)

Yeemik targets one creature he can see within 60 ft.

The target must make a DC 13 Intelligence saving throw.

  • Fail: 10 (3d6) psychic damage and speed reduced by 10 ft. until end of next turn

  • Success: Half damage, no speed reduction

 

 

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 ft./320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Bonus Actions

Phase Flicker (Recharge 4–6)

Yeemik briefly warps.

  • He moves up to 15 feet without provoking opportunity attacks

  • Leaves a faint psychic afterimage

Reactions

Psychic Rebuff (1/round)

When Yeemik is hit by a melee attack, he can impose –2 to the damage roll (minimum 0).

Do_A_Barrel_Roll

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