Goblin Embalmer

Small humanoid (goblinoid), undead, neutral evil


Armor Class
12
Hit Points
22 (4d6+8)
Speed
30 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 15 (+2) 16 (+3) 16 (+3) 8 (-1)

Saving Throws
Con +4
Skills
Medicine +5, Stealth +6
Damage Immunities
poison
Condition Immunities
poisoned, frightened
Senses
darkvision 60 ft., passive Perception 13
Languages
Common, Goblin
Challenge
1 (200 XP)
Proficiency Bonus
+2

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

Actions

Lobotomy Hook. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 4 (1d4+2) piercing damage. On a critical hit, deals an additional 5 (2d4) psychic damage.

Embalming Flask (Recharge 4-6). The goblin embalmer carries a belt of flasks full of embalming fluid. They can throw one at a creature up to 30 feet away. The creature must make a DC 14 Dexterity saving throw or take 3d4 poison damage upon being hit. They take this damage at the start of each of their subsequent turns while still covered in the fluid. The target can remove the fluid either by spending their turn wiping it away, moving into water, or having water poured on them. Any creature that begins or ends their turn within 10 ft. of the embalming fluid covered creature must make a DC 13 Constitution saving throw. On a failure, they take 1d4 poison damage.

If the goblin embalmer targets an allied undead goblinoid with the flask, which instead heals them for 3d4 HP and coats them with fluid. Any undead goblinoid that begins or ends its turn within 10 feet of any creature covered in embalming fluid heals for 1d4 hit points.

Monstrous (Recharge 6). The goblin embalmer forces a target within 30 feet that can see the goblin embalmer to make a DC 10 Wisdom saving throw. On a failure, roll a d2. On a 1, the target is frightened of the goblin embalmer for 1 round. On a 2, they take a level of exhaustion.

A creature which has already suffered this effect within the past 24 hours cannot suffer it again.