Goblin Toymaker

Small humanoid (goblinoid), neutral evil


Armor Class
11
Hit Points
27 (11d6-11)
Speed
30 ft.

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 9 (-1) 12 (+1) 10 (0) 8 (-1)

Skills
Stealth +5
Senses
darkvision 60 ft., passive Perception 10
Languages
Common, Goblin
Challenge
1 (200 XP)
Proficiency Bonus
+2

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

Watch Yer’ Step. The goblin toymaker can use a bonus action to toss one of the following goblin toys in an empty space within 30 feet. All toys are hidden unless revealed by a DC 13 Perception check, or an equivalent passive Perception:

Wooden Block. When stepped on, the target must make a DC 13 Dexterity saving throw or trip and be knocked prone.

Strip o’ Tacks. When stepped on, the target must make a DC 13 Dexterity saving throw or take 1d4 damage at the start of their next 2 turns from bleeding. A DC 13 Medicine check can stop the bleeding.

Jar of Smoke. When stepped on, the jar shatters.The space the jar occupied and all adjacent squares are filled with a thick cloud of heavily obscuring smoke for one round.

Bag of Toys. The goblin toymaker starts combat with 9 toys in their bag. After taking the Attack action on their turn, a toy breaks and is expended. A toy is also expended each time Watch Yer’ Step is used. When out of toys, the toymaker must resort to unarmed attacks.

Actions

Lead Pipe (Toy). Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 11 (4d4+1) bludgeoning damage.

Yo-Yo (Toy). Melee Weapon Attack: +3 to hit, reach 10ft., one target. Hit: 8 (2d6+1) bludgeoning damage.

Duncegob Poker (Toy). Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 11 (3d6+1) piercing damage.

Firecracker (Toy). Ranged Weapon Attack: +3 to hit, range 10/30ft., one target. Hit: 10 (4d4) fire damage.