Goblin Darklurker

Small humanoid (goblinoid), neutral evil


Armor Class
17 (natural armor)
Hit Points
71 (11d6+33)
Speed
40 ft.

STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 17 (+3) 9 (-1) 12 (+1) 8 (-1)

Skills
Stealth +8
Damage Resistances
psychic
Damage Vulnerabilities
radiant
Senses
darkvision 120ft., passive Perception 11
Languages
Goblin, Undercommon
Challenge
4 (1,100 XP)
Proficiency Bonus
+2

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

Sunlight Sensitivity. While in sunlight, the goblin darklurker has disadvantage on attack rolls, as well as on Wisdom (perception) checks that rely on sight.

Darklurker’s Sight. The darklurker can see up to 15ft. in magical darkness.

At Home in the Dark. While in the Underdark, the goblin darklurker has advantage on stealth rolls.

Actions

Multiattack. The goblin darklurker makes two melee weapon attacks, or casts eldritch blast twice.

The Black Claw. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 14 (4d4+4) slashing damage. The target must make a DC 14 Constitution saving throw. On a failure, it becomes disorientated as echoes of the Underdark reverberate through its mind. Until the end of its next turn, the target has disadvantage on Dexterity saving throws and must remove their Dexterity modifier from their AC if the modifier is positive.

Tentacle-tail. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit: 11 (2d6+4) bludgeoning damage plus 4 (1d8) psychic damage.

Eldritch Blast. As the Eldritch Blast evocation cantrip with +1 to hit, and with a range of 300ft.

Darkness. As the Darkness evocation spell cast at 2nd level.