Goblumph
Small humanoid (goblin), neutral
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Armor Class 13 (dex)
Hit Points 7 (2d6)
Speed 30 ft.
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STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 10 (+0) 10 (+0) 14 (+2) 10 (+0)
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Skills Insight +5, Perception +6, Persuasion +3, Stealth +7
Damage Vulnerabilities Psychic
Senses darkvision 60 ft., passive Perception 16
Languages Common, Deep Speech, Goblin, Undercommon
Challenge 1/4 (50 XP)
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Aberrant Wisdom. Goblumphs gain advantage on Wisdom saves.
Elder Diplomacy. The Goblumph gains advantage on Persuasion and Insight checks involving Aberrations.
Gas Jets. Goblumphs gain advantage on Athletics and Acrobatics checks involving jumping, climbing, and/or falling. In addition when they take falling damage, they reduce the damage by an extra 1d6.
Nimble Escape. The goblumph can take a Disengage or Hide action as a bonus action on each of its turns.
Stench Spray (1/day): One creature within 10 foot of the Goblumph must succeed a DC10 Dexterity saving throw or be coated in a foul-smelling liquid. The coated creature exudes a horrid stench for 1d4 hours. They have the poisoned condition during this time. Creatures within 5 feet of the coated creature are poisoned while they remain within 5 feet of the creature. A coated creature can remove the stench on itself by taking a short rest to bathe in water, vinegar, or alcohol.
Tentacles. Goblumphs can draw and stow things with their tentacles. By concentrating they can use all of their tentacles to hold an object, essentially giving the benefits of having an extra hand.
Actions
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Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.
Short Bow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage.
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