Root Goblin
Small humanoid (goblinoid), plant, neutral evil
- Armor Class
- 13 (natural armor)
- Hit Points
- 18 (4d6+4)
- Speed
- 30 ft., burrow 10 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 12 (+1) | 13 (+1) | 9 (-1) | 11 (0) | 8 (-1) |
- Skills
- Stealth +6
- Damage Vulnerabilities
- fire
- Damage Resistances
- piercing
- Condition Immunities
- poisoned
- Senses
- darkvision 60 ft., tremorsense 30ft., passive Perception 10
- Languages
- Common, Goblin, Sylvan
- Challenge
- 1/2 (100 XP)
- Proficiency Bonus
- +2
Nimble Escape. The root goblin can take the Disengage or Hide action as a bonus action on each of their turns.
False Appearance. While the root goblin remains motionless, it is indistinguishable from a clump of roots and dirt.
Overgrowth. If the root goblin didn’t take damage last turn, roll one of its hit die (d6). It heals for half of the number rolled + its Constitution modifier.
Actions
Fist. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 5 (1d8+1) bludgeoning damage.
Rootspike. Melee Weapon Attack: +3 to hit, reach 30ft., one target. Hit 3 (1d4+1) piercing damage plus 3 (1d4+1) bludgeoning damage. The root goblin slams its fist into the ground. The wooden fist elongates and travels under the earth before it pierces upwards through the dirt, damaging the enemy standing above. The root goblin cannot move on the same turn it uses its rootspike.
Entangle (1/Day). As the Entangle conjuration spell with a spellcasting modifier of +2 cast at 1st level.