Goblin Catapultier

Small humanoid (goblinoid), neutral evil


Armor Class
13 (leather armor)
Hit Points
60 (11d6+22)
Speed
20 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 12 (+1) 10 (0) 10 (0)

Skill
Stealth +4
Senses
darkvision 60 ft., passive Perception 10
Languages
Common, Goblin
Challenge
3 (700 XP)
Proficiency Bonus
+2

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

Unwieldy Apparatus. The goblin catapultier has disadvantage on Acrobatics, Athletics, and Stealth checks, Dexterity saving throws, and must use all of their movement to stand up from prone.

Living Siege Weapon. The catapultier deals double damage to objects and structures using their catapult attack.

Following Orders. If the catapultier is within 30 feet of an allied goblinoid with the Commander instinct, they may stand up from prone without using any movement.

Actions

Multiattack. The goblin catapultier makes two attacks with their dagger or one with their catapult.

Dagger. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 5 (1d4+3) piercing damage.

Catapult. Ranged Weapon Attack: +5 to hit, range 200/900ft (can’t hit targets within 30 feet), one target. Hit: 28 (5d10) bludgeoning damage to all enemies adjacent to the target. The catapult takes one action to load and one action to aim and fire. When firing, roll a DC 13 Constitution saving throw. On a failure, the catapultier is knocked prone. This weapon cannot be loaded or fired while prone.