Goblin Flickerfoot

Small humanoid (goblinoid), neutral evil


Armor Class
16 (light metallic harness)
Hit Points
45 (18d6-18)
Speed
40 ft.

STR DEX CON INT WIS CHA
11 (0) 17 (+3) 9 (-1) 8 (-1) 11 (0) 6 (-2)

Skills
Acrobatics +7, Stealth +7
Condition Immunities
grappled
Damage Resistances
lightning
Senses
darkvision 60 ft., passive Perception 10
Languages
Common, Goblin
Challenge
3 (700 XP)
Proficiency Bonus
+2

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

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

Flickerfoot. When the flickerfoot disengages, they may teleport up to 10 feet away.

Emergency Escape. When the flickerfoot becomes stunned, they instantly teleport 10 feet away from their attacker in a straight line, or as far as they can if there is an obstruction that would prevent a full 10 feet of movement, such as an object, wall, or a creature. They are still stunned after this teleportation.

Actions

Multiattack. The goblin flickerfoot makes three melee attacks with their dagger.

Dagger. Melee Weapon Attack +6 to hit, reach 5ft., one target. Hit: 9 (2d4+4) piercing damage.

Reactions

Flickerstrike. When the flickerfoot hits with three melee attacks in a single turn, they may teleport adjacent to the nearest enemy creature within 30 feet. This teleportation does not invoke an attack of opportunity.