Points Balance:  0 Goblin Gold

Goblin Slime Host

by | Jun 26, 2024 | Bonfire Bites | 0 comments

Goblin Slime Host

Small Humanoid (Goblinoid), Neutral Evil

Armor Class 14 (shield)

Hit Points 117 (18d6 + 54)

Speed 30 ft., climb 20 ft.


STR 8 (–1), DEX 16 (+3), CON 16 (+3), INT 8 (–1), WIS 7 (–2), CHA 6 (–2)


Damage Immunities acid

Skills Stealth +6

Senses darkvision 90 ft., passive Perception 8

Languages Common, Goblin

Challenge 5 (1,800 XP)  Proficiency Bonus +3


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

Spider Climb. The goblin can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) acid damage.

Pseudopod (Legendary Action Only). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 14 (4d6) acid damage.

Legendary Actions

The goblin slime host can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The goblin regains spent legendary actions at the start of its turn.

Launch (Costs 2 Actions). The slime host’s ooze propels its host up to its speed without provoking opportunity attacks. At the end of the movement, the goblin splashes acid in a 5-foot radius. Each creature in the area must make a DC 14 Dexterity saving throw. A target takes 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.

Pseudopod. The slime host’s ooze makes one pseudopod strike.

Slime Guard. The slime host’s ooze coats the goblin’s body and hardens, granting a +2 bonus to AC until the next time it uses a legendary action.

Goblin Slime Host

Creature 5

Small, Goblin, Humanoid, Ooze

Perception +11; motion sense (precise) 60 feet

Languages Common, Goblin

Skills Athletics +13

Str +4, Dex +2, Con +3, Int +0, Wis +2, Cha +1

Items shortsword, wooden shield

Motion Sense A slime host can feel nearby motion through vibration and air movement through the slime that is connected to it.


AC 19; Fort +12, Ref +11, Will +9

HP 68; Immunities acid

Rejuvenating Acid Whenever the goblin slime host’s acid immunity prevents it from taking damage, it gains 10 temporary HP.

Slime Host The goblin is the host of a symbiotic slime. Actions in this stat block are labeled as belonging to either the goblin or the slime. The goblin can take up to three actions during its turn while the slime can take up to three of its own actions separate from the goblin’s during a round. The slime can act at any point during the initiative order after another creature concludes its turn. The slime’s actions take a multiple attack penalty based only on the slime’s attacks, and its attacks don’t count toward the goblin’s multiple attack penalty.


Speed 25 feet, climb 15 feet

Melee (goblin) [one-action] shortsword +13 (agile, finesse, versatile S), Damage 1d6+6 piercing

Melee (slime) [one-action] pseudopod +13 (reach 10 feet), Damage 2d4+6 bludgeoning plus 1d4 acid

Lure (slime) [three-actions] The slime attempts to exert control on creatures it has touched. All creatures who took acid damage from the goblin or the slime since the goblin slime host’s last turn must succeed on a DC 18 Will save or use their reaction to Stride toward the goblin slime host. If the target can’t move closer to the goblin slime host for any reason, the target takes 1d4 mental damage on a failed save instead.

Powerful Leap (goblin) [two-actions] The goblin leaps 25 feet horizontally and splashes acid in every direction upon landing. All creatures adjacent to the goblin take 3d6 acid damage with a DC 22 basic Reflex save.

Slime Guard (slime) [two-actions] The slime coats itself over its host and hardens, granting a +2 status bonus to the goblin slime host’s AC until the slime takes another action.

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