Goblin Creeper (5e Creature)

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Goblin Creeper

Small humanoid (goblinoid), neutral evil


Armor Class 21 (studded leather, shield)
Hit Points 143 (22d6 + 66)
Speed 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 24 (+7) 16 (+3) 15 (+2) 14 (+2) 20 (+5)

Saving Throws Dex +12, Con +8, Wis +7
Skills Insight +7, Stealth +12
Damage Resistances poison; bludgeoning, piercing and slashing damage from nonmagical attacks
Damage Immunities necrotic
Senses darkvision 60 ft., passive Perception 12
Languages Common, Goblin
Challenge 16 (15,000 XP)


Innate Spellcasting. The goblin's spellcasting ability is Charisma (spell save DC 18, +13 to hit with spell attacks). The goblin can innately cast the following spells, requiring no material components:

At will: darkness, invisibility
3/day each: blindness/deafness, silence
1/day each: blight, contagion, create undead, finger of death

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

Magic Resistance. The goblin has advantage on saving throws against spells and other magical effects.

Shadow Blade. The goblin can create a sword of shadows. The blade is summoned in the same action in which it is used to attack. If thrown, the blade reforms in the goblin’s hand after the attack is resolved.

Sneak Attack (1/Turn). The goblin deals an extra 28 (8d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the goblin that isn’t incapacitated and the goblin doesn’t have disadvantage on the roll.

ACTIONS

Multiattack. The goblin makes two attacks.

Shadow Blade. Melee or Ranged Weapon Attack: +12 to hit, reach 5 ft. or range 30/90 ft., one target. Hit: 13 (1d12 + 7) slashing damage and 6 (1d12) necrotic damage.


Goblin creepers are depraved champions blessed by their tribe’s dark god. Infused with necrotic magic, these ritualistic killers protect their clan by silently eliminating their enemies’ leaders.

Recommended Magic Items

The goblin may be equipped with one or more of the following magic items at the DM’s discretion: cloak of elvenkind, ring of evasion, and two potions of superior healing.


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