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.