Medium or Small Humanoid (Goblinoid), Neutral Evil
AC 12    Initiative +2 (12)
HP 9 (2d6 + 2)
Speed 30 ft.
Mod Save
STR 10 +0 +0
DEX 14 +2 +2
CON 12 +1 +1
Mod Save
INT 10 +0 +0
WIS 8 −1 −1
CHA 8 −1 −1
Skills Nature +2, Stealth +6
Senses Darkvision 60ft; Passive Perception 9
Languages Common, Goblin
CR 1/2 (XP 100; PB +2)
Traits

Nimble Escape. The Hoodlum can take the Disengage or Hide action as a bonus action on each of its turns.

Swamp Stealth. The Hoodlum has advantage on Dexterity(Stealth) rolls when in a Swamp or similar environment.

Actions

Multiattack: The Hoodlum makes two Club attacks.

Club: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d4 bludgeoning damage. If the Hoodlum hits a creature with this weapon and deals damage to it, the Hoodlum can reduce the target's Speed by 10 feet until the start of its next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Monster Tags: Goblinoid

Habitat: Swamp

WarfareHydra

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