Goblin Defender (5e Creature)

Goblin Defender

Small humanoid (goblinoid), neutral evil


Armor Class 18 (scale mail, shield)
Hit Points 22 (4d6 + 8)
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 10 (+0) 10 (+0) 8 (-1)

Saving Throws Str +4
Skills Athletics +4, Perception +2
Proficiency Bonus +2
Senses darkvision 60 ft., passive Perception 12
Languages Common, Goblin
Challenge 1/2 (100 XP)


Fey Ancestry. The goblin has advantage on saving throws against being charmed, and magic can't put the goblin to sleep.

ACTIONS

Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

BONUS ACTIONS

Nimble Escape. The goblin takes the Disengage or Hide action.

REACTIONS

Intercept Attack. When a creature that the goblin can see hits a target other than the goblin that is within 5 feet of the goblin, the goblin distracts the attacker, reducing the damage the target takes by 7 (1d10 + 2).

The selfish and cowardly goblins typically make poor front-line fighters, tending to turn and run if things look even slightly hairy. However, a squad trained by a hobgoblin or particularly intelligent orc can suppress their cowardly impulses, becoming a sturdy wall capable of repelling even the most tenacious foes.

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