Goblin Friar

Small humanoid (goblinoid), neutral evil


Armor Class
11
Hit Points
63 (18d6)
Speed
30 ft.

STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 10 (0) 10 (0) 16 (+3) 14 (+2)

Skills
Medicine +6, Stealth +5
Damage Resistances
radiant
Senses
darkvision 60 ft., passive Perception 13
Languages
Common, Goblin, Celestial
Challenge
2 (450 XP)
Proficiency Bonus
+2

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

Holy Goblamb. As a bonus action, the goblin friar can sacrifice 1d10 hit points and grant it to an allied goblinoid within 30 feet as temporary HP. For each goblinoid blessed this way, the friar gains +1 to their AC, to a maximum of 17, until the end of the day.

Angelic Aura. If a non-goblinoid creature ends their turn within 15 feet of the friar, they take 1 radiant damage. If a creature would be reduced to 0 HP by this, they must make a DC 15 Charisma saving throw. On a failure, the friar may use a reaction to keep them alive at 1 HP. The friar compells them to protect an allied goblinoid. The compelled creature must attack any threatening creatures, must try to stay adjacent to the goblinoid they are protecting, and cannot attack them unless attacked by them first. They can repeat the saving throw at the end of each of their turns.

Healing Word. As the Healing Word evocation spell with a spellcasting ability modifier of +3, cast at 1st level.

Actions

Fists of Alth’Gobis. Melee Weapon Attack: +1 to hit, reach 5ft., one target. Hit: 1 bludgeoning damage plus 2 (1d4) radiant damage.

Cure Wounds. As the Cure Wounds evocation spell with a spellcasting ability modifier of +3, cast at 1st level.

Blinding Light (1/Day). Brilliant light emanates from the friar’s palm towards a spot within 30 feet. A 15-foot-cube of magical light appears centered on the spot for 1 minute. Any non-goblinoid creature that ends its turn in the light takes 2d10 radiant damage and becomes blinded for 1d4 turns. Any non-goblinoid creature that can see the light must make a DC 13 Constitution saving throw to withstand the brightness of the light. On a failed save, they take 1d6 radiant damage or half as much on a success. A creature may close their eyes to avoid the saving throw, rendering them effectively blind. A creature may choose to look at the light or keep their eyes closed at the start of each of their turns.