Small Humanoid (Goblinoid), Neutral Evil
Armor Class 14 Leather Armor, Horn Scrap
Hit Points 9 (2d6 + 2)
Speed 30 ft., Climb 30 ft. See Sure-footed Trait
STR
10 (+0)
DEX
15 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
8 (-1)
Skills Acrobatics +4, Athletics +2, Stealth +4, Survival +3
Damage Resistances Cold
Gear Notched Ice-Pick, Leather Sling & River Stones, Thick Mountain Hide, & Horn Scrap Armor, Pitons/ Wedges/ Foot Wraps, Scavenged Rucksack
Senses Darkvision 60 ft., Passive Perception 11
Languages Common, Goblin
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits
  •  Mountain Born. The crag-hopper is acclimated to high altitude (including elevations above 20,000 feet) and naturally resistant to the effects of extreme cold.
  • Sure-Footed. The crag-hopper has Advantage on Strength and Dexterity saving throws made against effects that would knock it Prone or push it off a ledge. Nonmagical steep slopes, loose shale, and rocky inclines do not cost extra movement.

  • Standing Leap. The crag-hopper’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.

 

 

Actions
  • Notched Ice-Pick / Mountaineering Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

  • Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

  • Ram (Bonus Attack after a Leap). If the crag-hopper leaps at least 15 feet toward a target right before hitting it with a melee attack, it can use a bonus action to headbutt with its hardened crown and horns: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage, and if the target is a Medium or smaller creature, it must succeed on a DC 11 Strength saving throw or be knocked Prone.

 

 

Bonus Actions

Bounding Scramble. The crag-hopper takes the Dash or Disengage action and can immediately make a high or long jump as part of this movement without expending extra movement.

Reactions

Trigger Rockfall Trap (1/Encounter). When an enemy creature enters a designated 10-foot-square area directly beneath a cliff or scree slope where the crag-hopper has prepared a rockfall trap, the crag-hopper cuts a tension rope, knocks away a wooden wedge, or kicks a keystone boulder.

  • Loose pepples, sharp shale, and heavy rocks tumble down in a 15-foot cone or 10-foot-radius zone below.

  • Each creature caught in the slide must make a DC 12 Dexterity saving throw, taking 7 (2d6) bludgeoning damage and falling Prone on a failed save, or half as much damage on a successful one.

  • The affected area becomes Difficult Terrain buried in loose rock and rubble.

Description

Crag-Hopper Goblins (also known as Caprine Goblins) are a hardy goblinoid subspecies adapted to life among jagged peaks, wind-scoured cliffs, and treacherous mountain scree.

  • Caprine Features: Stocky and muscular, they sport scruffy, goat-like chin beards, thickened cranial ridges with small nubs or horns, and leathery footpads that give them uncanny grip on shear stone faces.

  • Acrobatic Mobility: Built like mountain goats, they possess remarkable leaping ability, bounding effortlessly across chasms, leaping up sheer rock shelves, and charging downhill to deliver jarring headbutts.

  • Ambush Trappers: Rather than meeting intruders in fair fights, Crag-Hoppers use their environment as a weapon. They set up rigged rockfall and avalanche traps on steep passes, severing tension lines or kicking out keystones from above to bury travelers under crushing slides of shale and boulder debris.

Monster Tags: Goblinoid

Habitat: ForestGrasslandHillUnderdark

Apocalytical

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