Goblin Variants PDF (SP Check)

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Goblin Variants

Shark Goblin
Small goblinoid, neutral evil

Armor Class 14 (natural armor)


Hit Points 9(2d6 + 2)
Speed 30ft. Swim 30ft.

STR DEX CON INT WIS CHA


8 (-1) 14 (+2) 12 (+1) 8 (-1) 10 (0) 6 (-2)

Skills Stealth +6
Senses Darkvision 60ft., passive Percepion 10
Languages Common, Goblin
Challenge 1/2 (100 XP)

Blood Frenzy. The shark goblin has advantage on


melee attack rolls against any creature that doesn't
have all its hit points.
Amphibious. The shark goblin can breathe air and
water.
Nimble Escape. The shark goblin can take the
Disengage or Hide action as a bonus action on
each of its turns. Organ Goblin
Water Sense. When the shark goblin is submerged Small humanoid (goblinoid), chaotic neutral
in water, it gains blindsight within 30ft.
Armor Class 15 (natural armor)
Actions Hit Points 5 (2d6 - 2)
Speed 30 ft.
Bite. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit 7 (2d4 + 2) piercing damage. If the
target is small or smaller, it must succeed a DC 11 STR DEX CON INT WIS CHA
Strength saving throw or be knocked prone.
6 (-2) 14 (+2) 8 (-1) 12 (+1) 12 (+1) 6 (-2)

Saving Throws Dex +4


Skills Stealth +6
Senses darkvision 60 ft., passive Perception 11
Languages Common, Goblin, telepathy 50 ft.
Challenge 1/2 (100 XP)

Nimble Escape. The goblin can take the Disengage


or Hide action as a bonus action on each of its
turns.
Limited Telepathy. The organ goblin can magically
communicate simple ideas, emotions, and images
telepathically with any creature within 50 ft. of it.

Actions
Life Drain. Melee Spell Attack: +4 to hit, reach 30
ft., one creature. Hit: 4 (1d4 + 2) necrotic damage.
The target must succeed on a DC 13 Constitution
saving throw or its hit point maximum is reduced
by an amount equal to the damage taken. This
reduction lasts until the creature finishes a long
rest. The target dies if this effect reduces its hit
point maximum to 0.

GOBLIN VARIANTS | SHARK & ORGAN


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Cactus Goblin
Small humanoid (goblinoid), neutral evil

Armor Class 12 (natural armor)


Hit Points 12 (3d6 + 2)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 8 (-1) 12 (+1) 8 (-1) 10 (+0) 8 (-1)

Skills Nature +3, Stealth +3


Damage Resistances poison
Condition Immunities blinded
Senses tremorsense 60 ft., passive Perception 10
Languages Common, Goblin
Challenge 1/2 (100 XP)

False Appearance. While the cactus goblin remains


motionless, it is indistinguishable from a real
cactus.

Actions
Spike Slam. Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
If a creature or humanoid is injured from the cactus
goblin's barbs, the target must make a DC 11
Constitution saving throw or be poisoned.

GOBLIN VARIANTS | CACTUS


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