Small Humanoid (Goblinoid), Neutral Evil
Armor Class 13 natural armor
Hit Points 7 (2d6)
Speed 30 ft., climb 15 ft.
STR
9 (-1)
DEX
16 (+3)
CON
10 (+0)
INT
10 (+0)
WIS
8 (-1)
CHA
8 (-1)
Skills Stealth +6
Senses Blindsight 20 ft., Darkvision 80 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.

Sunlight Sensitivity. While in sunlight, the goblin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

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

Rock. Ranged Weapon Attack: +4 to hit, range 60/80 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Description

Cave goblins are some of the creepiest to look at, they're completely white skin and massive black eyes are enough to put anyone off. Of course like all goblins Weird adaptations, they all serve a purpose.
Thanks to their insane grip they're also able to walk up vertical surface

Monster Tags: Goblinoid

Habitat: Underdark

EleKTriiK

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