Goblin Marauder

Small humanoid (goblinoid), neutral evil


Armor Class
14 (studded leather)
Hit Points
45 (13d6)
Speed
30 ft.

STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 10 (0) 8 (-1) 6 (-2) 8 (-1)

Skills
Acrobatics +4, Athletics +4, Stealth +6
Condition Immunities
frightened
Senses
darkvision 60 ft., passive Perception 8
Languages
Common, Goblin
Challenge
4 (1,100 XP)
Proficiency Bonus
+2

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

Pack Tactics. The goblin marauder has advantage on attack rolls against a creature if at least one of the goblin marauder’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Charge! (1/Day). The goblin marauder can use a bonus action to take the Dash action. Any allied goblinoids within 20 feet can also move up to 30 ft. when the marauder uses this. All goblinoids moving this way must yell while doing so.

Hackem! Slashem! The goblin marauder can make one additional melee weapon attack if their first attack deals damage.

Actions

Multiattack. The goblin marauder makes two attacks with their rusty cleaver.

Rusty Cleaver. Melee Weapon Attack +4 to hit, reach 5ft., one target. Hit: 5 (1d6+2) slashing damage. The target must make a DC 13 Constitution saving throw. On a failure, the target takes 2 (1d4) damage at the start of their next 2 turns from bleeding. A DC 13 Medicine check can stop the bleeding.

Reactions

Opportunistic. If an enemy attacks an allied goblinoid within 10 feet of the goblin marauder, the goblin marauder can move adjacent to and make a melee attack against the enemy.