Small Humanoid (Goblinoid), Chaotic Evil
Armor Class 19 Natural Armor
Hit Points 35 (7d6 + 10)
Speed 35 ft.
STR
18 (+4)
DEX
14 (+2)
CON
18 (+4)
INT
5 (-3)
WIS
4 (-3)
CHA
4 (-3)
Saving Throws CON +6
Skills Stealth +6
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 9
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

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

Actions

Multiattack. The Mutated Goblin can make 2 attacks per turn.

Claw. Melee Weapon Attack +7 to hit, reach 5 ft., one target. Hit: 17 (2d6+4) slashing damage

Crystalline Burst. The Goblin Bursts a crystal on the top of its head, spraying small chunks of crystal around itself in a 10-foot radius sphere. Each creature in the sphere must make a DC 17 Dexterity Saving throw, taking (2d10+7) piercing damage on a failed save, or half as much on a successful one. Can only use this action once every short or long rest.

Reactions

Detonate. Upon reaching 0 hp, the goblin will detonate, using Crystalline Burst. Exploding into the chunks, leaving nothing behind.

Description

Mutated Goblins are small, black-hearted humanoids, similar in size and shape to a goblin, but mutated by the pure magic residing in the glowing river, they have become more crystal than goblin, developing crystalline protrusions along their bodies, and becoming very aggressive.

Monster Tags: Goblinoid

Habitat: Coastal

AWalnuts

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