| Mod | Save | ||
|---|---|---|---|
| STR | 8 | −1 | −1 |
| DEX | 16 | +3 | +3 |
| CON | 13 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +1 |
| WIS | 19 | +4 | +7 |
| CHA | 15 | +2 | +5 |
Magic Resistance. The goblin has Advantage at saves against spells and other magical effects.
Multiattack. The goblin makes three attacks, using Staff of Necromancy or Beam of Death in any combination.
Staff of Necromancy. Mellee Attack Roll: +8, reach 5ft. Hit: 13 (2d8 + 4) Necrotic damage, and the creature has the Poisoned condition until the start of the Goblin's next turn.
Beam of Death. Ranged Attack Roll: +8, reach 5ft. Hit: 26 (4d8+4) Psychic damage.
Spellcasting. The goblin casts one of the following spells, requiring no Material components and using Wisdom a the spellcasting ability (spell save DC 15):
At Will: Detect Magic, Dancing Lights (doesn't requires Concetration), Mage Armor (included in AC), Mage Hand, Thaumaturgy.
2/day each: Fireball (level 4 version), Darkness.
1/day each: Cone of Cold.
Magical Escape. The goblin casts Misty Step, using the same spellcasting ability as a Spellcasting.
Sympathetic Magic ( Recharge 5-6 ). Trigger: The goblin takes any amount damage from a creature within 15ft. of it. Response: The goblin gains the Resistance to that damage and the attacker takes the same amount of damage.
Lair and Lair Actions
At the start of every turn, at Initiative count 20, losing all ties, then the goblin can use one of the following abilities.
Undead Horde. The goblin summons 1d4+1 Skeletons at unnocupied spaces within 15ft. of it. If there are not unnocupied spaces the goblin can't use this ability.
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