Goblin Stormcaster

Small humanoid (goblinoid), neutral evil


Armor Class
11 (cloth robes)
Hit Points
55 (22d6-22)
Speed
30 ft.

STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 9 (-1) 17 (+3) 13 (+1) 12 (+1)

Skills
Stealth +5
Damage Immunities
lightning
Senses
darkvision 60 ft., passive Perception 11
Languages
Common, Goblin
Challenge
4 (1,100 XP)
Proficiency Bonus
+2

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

Goblin Magnetism. The goblin stormcaster may use a bonus action to push or pull an allied goblinoid within 60 feet of them by 10 feet in a straight line.

Energize. The goblin stormcaster can use a bonus action on their turn in order to give another allied goblinoid within 30 feet advantage on their next attack.

Actions

Multiattack. The goblin stormcaster makes two melee attacks with their shock club.

Shock Club. Melee Weapon Attack +1 to hit, reach 5ft., one target. Hit: 1 (1d4-1) bludgeoning damage plus 1 (1d2) lightning damage.

Thunderwave. As the Thunderwave evocation spell cast at 1st level with a spellcasting DC of 13.

Ionic Cloud (Recharge 4-6). The stormcaster may choose choose a point within 30 feet that rapidly charges with energy. Around that point, a 15-foot-radius sphere of energized air begins shocking everything within it. The sphere becomes so dense with energy that it obscures line of sight and causes any creature’s vision within the cloud to be reduced to 5 feet. Any creature that enters the sphere or starts its turn in the sphere must make a DC 13 Constitution saving throw or take 2d10 lightning damage. The ground beneath the ionic cloud becomes slick with glass forever, and is difficult terrain. The sphere lasts for d3 turns.

Lightning Bolt (Recharge 6). As the Lightning Bolt evocation spell cast at 3rd level with a spellcasting DC of 13.