Dice Goblin
small humanoid, chaotic neutral
Armor Class: 12 (Leather armor scraps)
Hit Points: 22 ()
Speed: 30 ft.
STR10(+0)DEX14(+2)CON12(+1)INT10(+0)WIS8(-1)CHA10(+0)
Skills: Sleight of Hand +6, Stealth +6
Senses: Darkvision 60 ft., Passive Perception 9
Languages: Common, Goblin
Challenge: 1 (200 XP)
Lucky Charm: Once per short rest, when the Dice Goblin misses an attack or fails a saving throw, it can reroll the d20 and must use the new roll.
Advantage Immunity: The Dice Goblin is immune to attacks made with advantage. If an attack against the Dice Goblin would normally be made with advantage, it is made normally instead.
Actions
Multiattack: The Dice Goblin makes two attacks: one with its dagger and one with its Gambler’s Sling.
Dagger: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 () piercing damage.
Gambler's Sling: Ranged Weapon Attack: +4 to hit, range 30/60 ft., one target. Hit: 5 () bludgeoning damage. On a hit, the target must make a DC 13 Wisdom saving throw or become enchanted by the dice on the Dice Goblin, suffering disadvantage on their next attack roll or ability check.
Bonus Actions
Nimble Escape: The Dice Goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Reactions
Loaded Dice (Recharge 5-6): When a creature within 30 feet of the Dice Goblin rolls an attack roll or a saving throw, the Dice Goblin can force the creature to reroll the d20 and take the new result. This can be used as a reaction after seeing the result of the original roll.
Notes
Dice Goblins, characterized by their small stature and mischievous demeanor, are elusive creatures driven by their insatiable love for gambling. These diminutive beings stand no taller than an average human child, yet their intellect and penchant for games of chance make them formidable adversaries. Their entire existence revolves around the capricious nature of dice rolls, utilizing this unpredictability to gain advantages in both games and combat scenarios.Known for their cunning nature, Dice Goblins exhibit an unparalleled fascination with dice, perceiving them as both tools and symbols of their connection to fate. Their abilities are intertwined with the manipulation of these dice, allowing them to alter probabilities and twist outcomes in their favor. In combat, they employ this affinity for chance to confound opponents, turning battles into chaotic, unpredictable contests.
Despite their rarity, Dice Goblins can be encountered virtually anywhere, as chance knows no bounds. However, they are most commonly found in locales associated with gambling or chance-based activities. These creatures are irresistibly drawn to bustling casinos, underground gambling dens, and game-filled taverns, seeking the thrill of risky wagers and games of luck. Major gambling establishments often enforce strict bans against Dice Goblins due to their knack for upsetting the balance of chance.
Dice Goblins are often associated with the goddess Tymora, who is known as the Lady of Luck. It is said that Tymora created the Dice Goblins to help her followers win games of chance. Dice Goblins are also known to worship other deities of luck and chance, such as Beshaba and Waukeen.
Dice Goblins are not particularly intelligent, but they are cunning and resourceful. They are known for their ability to improvise and adapt to new situations. Dice Goblins are also known to be very superstitious and will often carry lucky charms or talismans with them, often in the form of dice.
Encountering a Dice Goblin often involves stumbling upon them engaged in some form of gambling or mischief. They may challenge passersby to impromptu games, offering valuable trinkets or knowledge in exchange for participating. Their interactions are unpredictable, and dealing with them requires careful consideration, as they may offer valuable insights or resort to cunning tricks to achieve their goals.
In combat, Dice Goblins will often use their abilities to manipulate dice rolls to gain an advantage. They will also use their speed and agility to avoid attacks and get into advantageous positions. Dice Goblins are not particularly brave and will often flee if they are outnumbered or outmatched.
Tags:reactionextra attackrangethrownhumanoiddarkvisionsleight of handstealthneutraldisadvantagererollchaotic