Goblin Shaman

Small humanoid (goblinoid), neutral evil


Armor Class
16 (barkskin)
Hit Points
28 (8d6)
Speed
30 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (0) 10 (0) 16 (+3) 8 (-1)

Skills
Animal Handling +5, Medicine +5, Stealth +4
Senses
darkvision 60 ft., passive Perception 13
Languages
Common, Goblin
Challenge
2 (450 XP)
Proficiency Bonus
+2

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

Blessings of the Battle Gods (3/Day). As a bonus action, the shaman may bestow upon an ally within 20 feet one of the following blessings:

Blessing of Gurokananan. For the next two turns, the ally gains 2d4 temporary HP at the beginning of their turn and has +1 to their AC.

Blessing of Votkototo. For the next two turns, the ally has +1 to hit and their attacks deal an additional 1d4 force damage.

Voice of the Beast. The shaman can speak with animals and acts as their leader. Any allied beast within 30 feet of the shaman has advantage on Dexterity and Wisdom saving throws.

Actions

Totem. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d6+2) bludgeoning damage. On a hit, the target must make a DC 13 Wisdom saving throw. On a failure, they are bewildered by strange visions and the next attack against them has advantage.

Cure Wounds (3/Day). As the Cure Wounds evocation spell with a spellcasting ability modifier of +3, cast at 1st level.

Claw of the Desert Rabbit (Recharge 6). The goblin shaman rakes a target creature within 5 feet with the long claws of a Desert Rabbit. The target must make a DC 13 Wisdom saving throw. On a failure, they are cursed, taking 1d6 necrotic damage at the start of each of their turns. Each time damage is dealt this way, one of the goblin shaman’s allies, chosen by the shaman, is healed for the amount of damage dealt. The cursed creature can repeat this saving throw at the end of each of their turns.