Goblin Fumespewer (5e Creature)
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Goblin Fumespewer[edit]
Small humanoid (goblinoid), neutral evil Armor Class 14 (ring mail)
Proficiency Bonus +2 Standing Leap. The goblin's high jump is up to 10 feet, with or without a running start. ACTIONSMultiattack. The goblin makes two melee weapon attacks. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Toxic Fumes (Recharge 6). Ranged Weapon Attack: +4 to hit, range 5/60 ft., one creature. Hit: 6 (1d8 + 2) poison damage. If the target takes more than 5 poison damage, they take an additional 13 (3d8) psychic damage and must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. While a creature is poisoned in this way they are blinded and must roll a d4 at the beginning of each of their turns to decide their course of action: 1-2. The creature does nothing. An affected creature can repeat the saving throw at the end of its turns, ending the poisoned condition on itself on a success. BONUS ACTIONSNimble Escape. The goblin takes the Disengage or Hide action.
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Goblin fumespewers are goblins who have developed a tolerance to the fumes and chemicals that would be toxic to the average humanoid. Often these immunities are a result of goblins being relegated to the polluted districts within the cities they inhabit, and as a result, some goblins have used this ability to seek revenge for their oppression. Using the very toxic fumes that once poisoned their people, goblin fumespewers attack by inhaling the toxic fumes within their pipes and beakers and exhaling the toxic clouds upon the unsuspecting populace. |
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