Small Humanoid (Goblinoid), Neutral Evil
AC 12 (leather)    Initiative +1 (11)
HP 7 (2d6)
Speed 30 ft.
Mod Save
STR 10 +0 +0
DEX 12 +1 +1
CON 10 +0 +0
Mod Save
INT 10 +0 +0
WIS 8 −1 −1
CHA 8 −1 −1
Skills Stealth +6
Senses Darkvision 60 ft.; Passive Perception 9
Languages Common, Goblin
CR 1/2 (XP 100; PB +2)
Traits

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

Borrowed Bravery. If the Goblin is within 10ft of an ally that isn't incapacitated and that is CR 2 or higher, the Goblin gains +1 to all attack and damage rolls.

Actions

Spear: Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Description

Goblins are small, black-hearted humanoids that lair in despoiled dungeons and other dismal settings. Individually weak, they gather in large numbers to torment other creatures.

Monster Tags: Goblinoid

WarfareHydra

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