Goblin Scavenger

Small humanoid (goblinoid), Minion, neutral evil


Armor Class
13 (metallic harness)
Hit Points
13 (3d6+3)
Speed
30 ft.

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 13 (+1) 8 (-1) 8 (-1) 6 (-2)

Skills
Stealth +5
Damage Resistances
lightning
Senses
darkvision 60 ft., passive Perception 9
Languages
Common, Goblin
Challenge
1/4 (50 XP)
Proficiency Bonus
+2

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

Goblin Magnetism. The goblin scavenger may use a bonus action to push or pull a friendly goblinoid within 60 feet of them by 10 feet in a straight line.

Goggled. The goblin scavenger can not be blinded by bright lights.

Actions

Shock Club. Melee Weapon Attack +3 to hit, reach 5ft., one target. Hit: 4 (1d4+1) bludgeoning damage plus 1 (1d2) lightning damage.

Reactions

Volatile Backfire. The goblin scavenger can use their reaction when hit by a melee attack in order to deal 1d2 lightning damage to the attacker. The damage die rolled increases by 2 for each other Shock Mob goblin adjacent to the goblin scavenger. For example, if there is one other Shock Mob goblin nearby, the damage would change from d2 to d4. If there are two other Shock Mob goblins nearby, it would become d6. This damage maxes out at d12.