Goblin Spellslinger

Small humanoid (goblinoid), neutral evil


Armor Class
15 (mage armor)
Hit Points
30 (12d6-12)
Speed
30 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 9 (-1) 11 (0) 13 (+1) 16 (+3)

Skills
Stealth +6, Sleight of Hand +6
Senses
darkvision 60 ft., passive Perception 11
Languages
Common, Goblin
Challenge
1 (200 XP)
Proficiency Bonus
+2

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

More, More, For Me! The goblin spellslinger will always attempt to steal rival spellcasters’ arcane foci or component pouches if they can. If the spellslinger is adjacent to an enemy spellcaster, they may use a bonus action to make a Sleight of Hand check against the creature’s passive Perception. If they successfully do so, they steal the creature’s arcane foci or component pouch and regain all used per-day actions.

Actions

Goblin Grasp. Melee Spell Attack: +5 to hit, reach 5ft., one target. Hit: 5 (2d4) necrotic damage.

Fire Bolt. As the Fire Bolt evocation cantrip with a +5 to hit.

Chromatic Orb (2/Day). As the Chromatic Orb evocation spell with a +5 to hit, cast at 1st level.

Goblin Witchcurse (1/Day). Ranged Spell Attack: +5 to hit, range 45ft., Hit: 5 (1d10) necrotic damage. A creature within range has a glowing green rune magically etched into their body that pulses with dark energy. On a hit, on each of their turns, the spellslinger can use their action to deal 1d10 necrotic damage to the target automatically. The goblin spellslinger becomes invisible to the target while the target is affected by the witchcurse. The spell ends if the spellslinger does not use their action to sustain the witchcurse. The spell also ends if the target is ever outside the spell’s range.

Knife Trick (1/Day). The spellslinger selects a spot they can see within 60 feet. From the ground in a 10 foot square, knives arise. Any creatures standing in the area must make a DC 13 Dexterity saving throw or take 2d6 piercing damage and have their movement reduced to zero. At the end of a creature’s turn, they can use their action to make a DC 11 Constitution saving throw to remove the knives from their feet and regain their movement speed. They may repeat this saving throw on each of their turns.

Blindness / Deafness (1/Day). As the Blindness / Deafness necromancy spell, cast at 2nd level.

Reactions

Shield (1/Day). As the Shield abjuration spell.