Goblin Monster Hunter

Small humanoid (goblinoid), neutral evil


Armor Class
17 (Monster-proof Duster)
Hit Points
78 (12d6+36)
Speed
30 ft.

STR DEX CON INT WIS CHA
18 (+4) 19 (+4) 16 (+3) 10 (0) 16 (+3) 8 (-1)

Saving Throws
Dex +7, Wis +6
Skills
Stealth +7, Perception +6
Condition Immunities
frightened
Senses
darkvision 60 ft., passive Perception 16
Languages
Common, Goblin
Challenge
5 (1,800 XP)
Proficiency Bonus
+3

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

Chameleon Hunter. When the goblin monster hunter hides, they become functionally invisible. They are impossible to detect with a Perception check unless one already knows they are in the area.

Duster. While wearing their Monster-proof Duster, when the goblin monster hunter is within 120 feet of an evil creature, the hunter has +1 to their AC.

Monster Hunter. The goblin monster hunter cannot willingly begin combat against non-evil creatures. They can still attack non-evil creatures while they are in combat with evil creatures.

Actions

Multiattack. The goblin monster hunter makes two attacks with their goblin hand crossbow.

Goblin Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/90 ft., one target. Hit: 7 (2d2+4) piercing damage plus 2 (1d4) poison damage.

Circular Saw-arang (Recharge 5-6). The monster hunter throws their many-fanger circular blade in a straight line. All creatures in a 5 ft. by 30 ft. line starting from the monster hunter’s position must make a DC 17 Dexterity saving throw. On a failure, a creature takes 8d4 slashing damage or half as much on a success. At the beginning of the monster hunter’s next turn, the saw-arang follows the same line back towards its point of origin. Any creatures in the path must repeat the Dexterity saving throw. If the monster hunter has moved from the point of origin, the saw-arang falls to the ground and must be picked up. This ability cannot recharge unless the monster hunter has the saw-arang.

Villain Actions

These actions occur at the top of their designated round. These actions cannot be repeated.

Round 1: The Quiet Hunter. The monster hunter lays in wait, hidden within 30 feet of the monster(s) they are hunting.

Round 2. Volley from Hell. The monster hunter loads their goblin hand crossbow with firebomb bolts. They leap from their hiding spot and select two creatures within range, making a goblin hand crossbow attack against each. If these shots hit, they deal maximum damage. All creatures within 5 feet of the targets must make a DC 15 Dexterity saving throw. On a failure, they take 2d8 fire damage.

Round 3. Holy Compulsion. The monster hunter reveals a sigil of Mugbod, a Goblin figure of holy retribution. All evil creatures within 30 feet of the monster hunter are compelled to move 20 feet in a straight line away from the monster hunter. Non-evil creatures must succeed on a DC 14 Wisdom saving throw or are compelled to move as well.

Reactions

Back to Hell! When the goblin monster hunter starts their turn at less than 10 HP, the monster hunter reveals that their duster is lined with firebombs. They activate these bombs. All creatures within 30 feet of the monster hunter must make a DC 15 Dexterity saving throw. On a failure, a creature takes 6d8 fire damage, or half as much on a success. Any creature within 10 feet of the monster hunter automatically fails this saving throw.