Goblin Shadowmage

Small humanoid (goblinoid), neutral evil


Armor Class
13
Hit Points
49 (14d6)
Speed
30 ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 10 (0) 10 (0) 12 (+1) 16 (+3)

Skills
Arcana +2, Deception +5, Religion +2, Stealth +7
Condition Immunities
blinded
Senses
darkvision 60 ft., blindsight 30 ft., passive Perception 11
Languages
Common, Goblin, Abyssal
Challenge
3 (700 XP)
Proficiency Bonus
+2

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

Eyes of the Deep. Three orbs of pure darkness orbit the shadowmage. At the start of combat, the shadowmage chooses three spots adjacent to themself to be occupied by the orbs. As a bonus action, the shadowmage can move an orb to another spot adjacent to the shadowmage. When a creature starts their turn in a square occupied by an orb, the shadowmage may deal 7 (2d6) psychic damage to them and must also make a DC 15 Constitution saving throw or become frightened of the shadowmage until the start of their next turn. Orbs cannot overlap one other, and are destroyed after dealing damage.

Shadow Walker. The goblin shadowmage can move within magical darkness without expending movement speed, so long as the magical darkness itself does not move.

Actions

Shiv. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 5 (1d4+3) piercing damage

Eldritch Blast. Ranged Spell Attack: +5 to hit, range 120ft., Hit: 5 (1d10) force damage.

Renewing Evil. The shadowmage creates a new orb in a space adjacent to them. The shadowmage can not have more than three orbs at one time.

Darkness (2/Day). As the Darkness evocation spell cast at 2nd level.

Unseeing Eyes (Recharge 6). Each of the shadowmage’s orbs emits a 15-foot cone of swirling, malignant darkness in a chosen direction. Each creature in the area must make a DC 15 Charisma saving throw. On a failed save, a creature takes 2d6 psychic damage and is blinded. A 10-foot radius sphere of blindness emanates from the creature. Any creature that starts its turn within the sphere must make a DC 15 Constitution saving throw. On a failure, the creature becomes blinded and emits the sphere of blindess as well. Once a creature has recovered from blindness caused by this effect, they cannot be blinded by it again for 24 hours. At the end of each of its’ turns, a creature can repeat the saving throw, ending the effect on itself on a success.

Reactions

Evil Eye. When the shadowmage takes damage, they can choose to expend an orb to deal 3 (1d6) psychic damage to the attacker. Doing so destroys the orb.