Goblin Stitcher
Small humanoid (goblinoid), undead, neutral evil
- Armor Class
- 12
- Hit Points
- 27 (6d6+6)
- Speed
- 25 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 14 (+2) | 13 (+1) | 5 (-3) | 8 (-1) | 8 (-1) |
- Skills
- Stealth +6
- Damage Immunities
- poison
- Condition Immunities
- poisoned, frightened
- Senses
- darkvision 60 ft., passive Perception 9
- Languages
- understands but can’t speak Goblin
- Challenge
- 2 (450 XP)
- Proficiency Bonus
- +2
Nimble Escape. The goblin stitcher can take the Disengage or Hide action as a bonus action on each of their turns.
Actions
Multiattack. The goblin stitcher makes two attacks with their armblades and uses its Shining Hatchet if it can.
Armblades. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d6+2) piercing damage.
Shining Hatchet (Recharge 3-6). The goblin stitcher swings the hatchet at a creature within 5 feet. The creature must make a DC 12 Constitution saving throw. On a failure, they take 3d6 slashing damage and are frightened of the stitcher for until the end of their next turn. On a success, they take half as much damage and are not frightened.
Monstrous (Recharge 6). The goblin stitcher forces a target within 30 feet that can see the goblin stitcher to make a DC 10 Wisdom saving throw. On a failure, roll a d2. On a 1, the target is frightened of the goblin stitcher for 1 round. On a 2, they take a level of exhaustion.
A creature which has already suffered this effect within the past 24 hours cannot suffer it again.
Reactions
Collage of Flesh. When a creature within 5 feet of the goblin stitcher dies, the stitcher can harvest portions of their body to gain 2d4 temporary hit points.