Goblin Fleshwitch

Large humanoid (goblinoid), neutral evil


Armor Class
15 (natural armor)
Hit Points
105 (14d10+28)
Speed
40 ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 15 (+2) 10 (0) 14 (+2) 8 (-1)

Skills
Stealth +6
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Senses
darkvision 120ft., passive Perception 12
Languages
Common, Goblin
Challenge
5 (1,800 XP)
Proficiency Bonus
+3

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

Grotesque Shape. The goblin fleshwitch can take several forms:

Goblinoidish: The default shape of the fleshwitch is marked by long limbs, joints that bend the wrong way, and a ghastly thin appearance. While in this form, they grant allied goblinoids within 60 feet a greedy fervor, allowing them to make one additional attack whenever they take the attack action.

Coyote: While in this form, the fleshwitch has the head of a coyote, complete with sharp teeth. Their movement speed becomes 60 ft.

Bear: The fleshwitch grows massive, covered in thick black fur. Their fists become paws of immense power and their Strength increases to 18. They gain a climb speed of 30 ft. Whenever they succeed on an attack roll, they can use their bonus action to force the target to make a DC 15 Constitution saving throw or be knocked prone.

The fleshwitch can use their bonus action to change from Goblinoidish to Coyote or Bear, or back. They cannot change from Coyote to Bear, or Bear to Coyote.

Unending Hunger. When the fleshwitch reduces a target to 0 HP, they will always attempt to kill and then eat them. If the fleshwitch succeeds in killing a target, they will use their action each turn to consume the corpse.

After one turn of feeding, the corpse becomes unrecognizeable. At the end of their turn, fleshwitch heals for 3d10 hit points.

After two turns of feeding, the corpse loses a limb. At the end of their turn, the fleshwitch heals for 2d10 hit points and gains an additional attack when it takes the attack action.

After three turns of feeding, the target corpse is no longer salvageable for the purposes of spells that require a body. The fleshwitch heals for an additional 1d10 hit points and creatures within range of All the Things Apes Fear automatically fail their Wisdom saving throw.

All the Things Apes Fear. The fleshwitch’s approach can be noticed by a foul smell and coldness in the air. The sight and stench of the creature causes most to flee in fear. When a creature starts their turn or moves within 15 feet of the fleshwitch they must make a DC 13 Wisdom saving throw or become Frightened of the fleshwitch until the end of their next turn.

Actions

Multiattack. The fleshwitch makes two melee weapon attacks.

Claws. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 7 (1d8+3) slashing damage plus 4 (1d8) necrotic damage.

Bite (Coyote Form Only). Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 7 (1d8+3) piercing damage. The fleshwitch can use their bonus action to clench their jaw around the target, grappling them (escape DC 14). Until this grapple ends, the fleshwitch can’t Bite. Each time the grappled creature fails an attempt to escape or makes an attack, they take 7 (1d8+3) piercing damage.

Paws (Bear Form Only). Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 9 (1d10+4) bludgeoning damage plus 6 (1d4+4) piercing damage.

Goblin Witchcurse (3/Day) (Goblinoidish Form Only). Ranged Spell Attack: +5 to hit, range 45ft., Hit: 11 (2d10) necrotic damage. A creature within range has a glowing green rune magically etched into their body that pulses with dark energy. On a hit, on each of their turns, the fleshwitch can use their action to deal 2d10 necrotic damage to the target automatically. The goblin fleshwitch becomes invisible to the target while the target is affected by the witchcurse. The spell ends if the fleshwitch does not use their action to sustain the witchcurse. The spell also ends if the target is ever outside the spell’s range.