Goblin Coilwalker

Small humanoid (goblinoid), neutral evil


Armor Class
14 (dense metallic harness)
Hit Points
54 (12d6+12)
Speed
20 ft.

STR DEX CON INT WIS CHA
13 (+1) 6 (-2) 13 (+1) 8 (-1) 8 (-1) 6 (-2)

Damage Resistances
lightning
Senses
darkvision 60 ft., passive Perception 9
Languages
Common, Goblin
Challenge
2 (450 XP)
Proficiency Bonus
+2

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

Goblin Magnetism. The goblin coilwalker may use a bonus action to push or pull an allied goblinoid within 60 feet of them by 10 feet in a straight line.

Goggled. The goblin coilwalker can not be blinded by bright lights.

Actions

Multiattack. The coilwalker makes two attacks with their wrench. The second attack has disadvantage.

Wrench. Melee Weapon Attack +4 to hit, reach 5ft., one target. Hit: 4 (1d6+1) bludgeoning damage.

Overcharge. The coilwalker plants itself on the ground and starts emitting an electrical charge from their coil. All creatures within 10 feet take 2d6 lightning damage when they start their turn within the area. If the creature is an allied goblinoid they are healed for that much instead. While using Overcharge, the coilwalker cannot move, and must use an action in order to continue Overcharging. All creatures that can see the coilwalker while this ability is active suffer from the blinded condition until Overcharge ends. Unless surprised, a creature can avert its eyes to avoid suffering from this blindness. If the creature does so, it can’t see the coilwalker until the start of its next turn, when it can avert its eyes again.

Reactions

Magnetic Realignment. When hit by a ranged weapon or spell attack, the coilwalker can use a reaction to pull the attacker towards it by 10 feet.