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Dread Goblin

small humanoid, chaotic evil


Armor Class: 16 (Natural Armor)
Hit Points: 46 ()
Speed: 30 ft.

STR12(+1)DEX18(+4)CON16(+3)INT10(+0)WIS12(+1)CHA8(-1)
Skills: Stealth +10, Perception +4
Senses: Darkvision 60 ft., Passive Perception 14
Languages: Common, Goblin
Challenge: 4 (1,100 XP)

Dread Ambusher: At the start of its first turn of each combat, the Dread Goblin can add its Wisdom modifier to its initiative roll. During that first turn, it can make one additional weapon attack as part of its Attack action. If it hits with that attack, the target takes an extra 7 () damage of the weapon’s type.
Skulker: The Dread Goblin has advantage on Dexterity (Stealth) checks made to hide in dim light or darkness.
Poisoned Weapons: The Dread Goblin's weapons are coated with a potent poison. When it hits with a melee or ranged weapon attack, the target must succeed on a DC 14 Constitution saving throw or take 10 () poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Actions

Multiattack: The Dread Goblin makes two melee or ranged attacks.
Scimitar: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 () slashing damage plus 10 () poison damage.
Shortbow: Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 () piercing damage plus 10 () poison damage.

Bonus Actions

Nimble Escape: The Dread Goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Illustration: Midjourney
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Dread Goblin

small humanoid, chaotic evil


Armor Class: 16 (Natural Armor)
Hit Points: 46 ()
Speed: 30 ft.

STR12(+1)DEX18(+4)CON16(+3)INT10(+0)WIS12(+1)CHA8(-1)
Skills: Stealth +10, Perception +4
Senses: Darkvision 60 ft., Passive Perception 14
Languages: Common, Goblin
Challenge: 4 (1,100 XP)

Dread Ambusher: At the start of its first turn of each combat, the Dread Goblin can add its Wisdom modifier to its initiative roll. During that first turn, it can make one additional weapon attack as part of its Attack action. If it hits with that attack, the target takes an extra 7 () damage of the weapon’s type.
Skulker: The Dread Goblin has advantage on Dexterity (Stealth) checks made to hide in dim light or darkness.
Poisoned Weapons: The Dread Goblin's weapons are coated with a potent poison. When it hits with a melee or ranged weapon attack, the target must succeed on a DC 14 Constitution saving throw or take 10 () poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Actions

Multiattack: The Dread Goblin makes two melee or ranged attacks.
Scimitar: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 () slashing damage plus 10 () poison damage.
Shortbow: Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 () piercing damage plus 10 () poison damage.

Bonus Actions

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

The Dread Goblin is a terrifying evolution of its lesser kin, standing slightly taller and more muscular than a typical goblin. Its skin is a sickly green, mottled with dark patches that help it blend into the shadows. Its eyes glow with a malevolent red hue, and its teeth are sharp and jagged, often bared in a menacing grin.
These creatures are known for their cunning and cruelty, often leading packs of goblins in raids against unsuspecting villages. They are masters of ambush, striking from the darkness with lethal precision. The Dread Goblin's weapons are always coated in a deadly poison, making even a minor wound potentially fatal.
Legends say that Dread Goblins are the result of dark rituals performed by goblin shamans, infusing their warriors with the essence of shadow and venom. Whether this is true or not, one thing is certain: encountering a Dread Goblin is a harrowing experience that few survive.

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