Goblin Glider

Small humanoid (goblinoid), neutral evil


Armor Class
13 (leather armor)
Hit Points
24 (7d6)
Speed
30 ft.

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

Skills
Acrobatics +6, Stealth +6
Senses
darkvision 60 ft., passive Perception 10
Languages
Common, Goblin
Challenge
2 (450 XP)
Proficiency Bonus
+2

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

Flyby. The goblin glider doesn’t provoke opportunity attacks when they fly out of an enemy’s reach.

Satchel of Explosives. The goblin glider begins combat with 5 bombs.

Actions

Multiattack. The goblin glider makes two attacks with their scimitar.

Scimitar. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d6+2) slashing damage.

Bomb. The goblin glider ignites and lobs a bomb into a space within 30 feet. All creatures within a 10-foot-radius of the space must make a DC 12 Dexterity saving throw. On a failure, a creature takes 2d6 bludgeoning damage plus 2d6 fire damage, or half as much of each on a success. A bomb may also be dropped from flight, in which case it explodes when it hits the ground. This ability removes a bomb from the Satchel of Explosives.

Heat Rises. The goblin glider throws a bomb in front of their feet while jumping. The bomb creates a gust of heat that propels the glider upwards 30 feet into the air, as well as granting them 30ft. of fly speed this turn. At the start of each turn that the glider is in the air, the glider may make a DC 12 Acrobatics check. On a success, they are granted 30ft. of fly speed, and on a failure, they safely fall back down to the ground. The glider must use Heat Rises again in order to regain their flying speed. This ability removes a bomb from the Satchel of Explosives.