Goblin Conduit

Small humanoid (goblinoid), neutral evil


Armor Class
17 (splint)
Hit Points
60 (11d6+22)
Speed
30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 8 (-1) 13 (+1) 9 (-1)

Skills
Stealth +5
Damage Immunities
lightning
Senses
darkvision 60 ft., passive Perception 11
Languages
Common, Goblin
Challenge
4 (1,100 XP)
Proficiency Bonus
+2

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

Goblin Magnetism. The goblin conduit 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 conduit can not be blinded by bright lights.

Reposition. While the goblin conduit is hidden, they may dash as a free action once per turn.

A Devastating Blow. When the goblin conduit deals damage with their shock gauntlet, they may use their bonus action to use one of the following abilities:

Arcing Burst. The target must make a DC 13 Constitution saving throw. On a failure, the electricity emanating from the shock gauntlet arcs out and hits all other enemies within 5 feet of the target, dealing 2d6 lightning damage to them as well.

Voltaic Punch. The target must make a DC 13 Constitution saving throw. On a failure, it is stunned until the end of its next turn.

Concussive Strike. The target must make a DC 13 Strength saving throw. On a failure, it is pushed backwards 10 feet in a straight line.

Actions

Multiattack. The goblin conduit makes two melee attacks with their shock gauntlet.

Shock Gauntlet. Melee Weapon Attack +5 to hit, reach 5ft., one target. Hit: 8 (1d10+3) bludgeoning damage plus 5 (1d10) lightning damage.