Goblin Shaman (5e Creature)

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Goblin Shaman[edit]

Small humanoid (goblinoid), neutral evil


Armor Class 14 (studded leather)
Hit Points 22 (4d6 + 8)
Speed 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 14 (+2) 11 (+0) 16 (+3) 12 (+1)

Skills Deception +3, Persuasion +3, Stealth +6
Proficiency Bonus +2
Senses darkvision 60 ft., passive Perception 13
Languages Common, Goblin
Challenge 3 (700 XP)


Innate Spellcasting. The goblin's innate spellcasting ability is Wisdom (spell save DC 13, +8 to hit with spell attacks). The goblin can innately cast the following spells, requiring no material components:

At will: fire bolt, message
2/day each: burning hands, charm person, detect thoughts, sleep
1/day each: fireball, lightning bolt

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

ACTIONS

Multiattack. The goblin makes two melee attacks.

Goat Staff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage or 5 (1d8 + 1) bludgeoning damage if used with two hands. Once per turn, when the goblin hits with this attack, it deals an additional 10 (3d6) necrotic damage.

BONUS ACTIONS

Nimble Escape. The goblin takes the Disengage or Hide action.

REACTIONS

Redirect Attack. When a creature the goblin can see targets it with an attack, the goblin chooses another goblin within 5 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead.

These goblins tend to be professional warcasters in goblinoid armies or mercenaries for crime organisations.

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