Goblin Acrobat
Small Humanoid (Goblinoid), Neutral Evil
Armor Class 13
Hit Points 108 (31d6)
Speed 30 ft.
STR 8 (–1), DEX 16 (+3), CON 10 (+0), INT 10 (+0), WIS 8 (–1), CHA 10 (+0)
Skills Acrobatics +5, Stealth +5
Senses darkvision 60 ft., passive Perception 9
Languages Common, Goblin
Challenge 4 (1,100 XP) Proficiency Bonus +2
Acrobatic Defense. At the start of combat and whenever the acrobat moves, the acrobat gains a +2 bonus to AC and Dexterity (Acrobatics) checks until the start of its next turn.
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Actions
Multiattack. The goblin makes three attacks: one with its sling and two with its daggers.
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Sling. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
Goblin Acrobat
Creature 4 Small, Goblin, Humanoid Perception +8 Languages Common, Goblin Skills Acrobatics +13, Athletics +10, Performance +10 Str +2, Dex +5, Con +2, Int +0, Wis +0, Cha +2 Items dagger, leather armor, sling, sling bullets (10)AC 21; Fort +8, Ref +13, Will +10 HP 42 Acrobatic Defense At the start of combat and whenever the goblin acrobat moves, the acrobat gains +2 circumstance bonuses to AC and Acrobatics checks until the start of their next turn. Goblin Scuttle [reaction] Trigger A goblin ally ends a move action adjacent to the acrobat. Effect The goblin acrobat Steps.
Speed 25 feet Melee dagger +13 (agile, finesse, versatile S), Damage 1d4+4 piercing Ranged sling +13, Damage 1d6+7 bludgeoning Tumbling Stab [two-actions] The goblin acrobat Strides and makes a dagger Strike at any point along the way.
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