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.