Small Fey (Goblinoid), Lawful Evil
AC 17 Leather    Initiative +10 (20)
HP 130 (20d6 + 60)
Speed 30 ft.
Mod Save
STR 10 +0 +0
DEX 22 +6 +16
CON 16 +3 +3
Mod Save
INT 12 +1 +9
WIS 14 +2 +10
CHA 10 +0 +0
Resistances Acid
Immunities Poison; Charmed, Paralyzed, Poisoned
Senses Passive Perception 16
Languages Common, Goblin, Thieves' Cant
CR 10 (XP 5,900; PB +4)
Traits
  • Evasion: If the goblin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
  • Nimble Escape: The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
  • Sneak Attack (1/Turn): The goblin deals an extra 24 (7d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the goblin that isn't incapacitated and the goblin doesn't have disadvantage on the attack roll.
  • The Magic Beanie: While wearing its signature beanie, the goblin can attempt to hide even when it is only lightly obscured by foliage, heavy rain, falling snow, mist, or shadows. Additionally, it has advantage on Dexterity (Stealth) checks made to hide in dim light or darkness.
     
    Actions
    • Multiattack: The goblin makes three attacks with its daggers.
    • Dagger: Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d4 + 6) piercing damage plus 10 (3d6) poison damage.
    • Smoke Bomb (Recharge 5–6): The goblin hurls a smoke bomb at a point up to 30 feet away. A 15-foot-radius sphere of thick smoke centers on that point. The area is heavily obscured. The smoke lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
    • Furious Assault: Once per combat when Behnie falls below half health, he can gain advantage on all melee weapon attacks until the end of his turn.
    • Finger Cutter: If Behnie scores a critical hit with a light slashing or piercing weapon, the target must succeed on a DC 15 Dexterity saving throw or suffer a lingering wound (such as losing a finger), disadvantage on Sleight of Hand checks, and 1 weapon-type damage at the start of each of its turns until it receives magical healing.
       
      Bonus Actions

      Hide, Disengage or Dash

      Reactions
      • Uncanny Dodge: The goblin halves the damage that it takes from an attack that hits it. The goblin must be able to see the attacker.
         
        Legendary Actions

        Enter the description for how legendary actions work for your monster here.

        Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

        Mythic Actions

        Mythic Action Name. Enter the description for how mythic actions work for your monster here.

        Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

        Description

        Kingpin of the bustling Bloomridge neighborhood.

        Lair and Lair Actions

        Enter a description of your monster's lair here.

        Lair Actions

        On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

        • Enter a description for a lair action.
        • Enter a description for a lair action.

        Regional Effects

        The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

        • Enter a regional effect description.
        • Enter a regional effect description.

        If the [monster name] dies, these effects fade over the course of #d# days.

        Monster Tags: Goblinoidroguehumanoidfeyleader

        Arkvenom

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