Goblin Creeper (5e Creature)
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Small humanoid (goblinoid), neutral evil
Armor Class 21 (studded leather, shield)
Saving Throws Dex +12, Con +8, Wis +7
Innate Spellcasting. The goblin's spellcasting ability is Charisma (spell save DC 18, +13 to hit with spell attacks). The goblin can innately cast the following spells, requiring no material components:
At will: darkness, invisibility
Magic Resistance. The goblin has advantage on saving throws against spells and other magical effects.
Shadow Blade. The goblin can create a sword of shadows. The blade is summoned in the same action in which it is used to attack. If thrown, the blade reforms in the goblin’s hand after the attack is resolved.
Sneak Attack (1/Turn). The goblin deals an extra 28 (8d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the goblin that isn’t incapacitated and the goblin doesn’t have disadvantage on the roll.
Multiattack. The goblin makes two attacks.
Shadow Blade. Melee or Ranged Weapon Attack: +12 to hit, reach 5 ft. or range 30/90 ft., one target. Hit: 13 (1d12 + 7) slashing damage and 6 (1d12) necrotic damage.
Nimble Escape. The goblin takes the Disengage or Hide action.
Goblin creepers are depraved champions blessed by their tribe’s dark god. Infused with necrotic magic, these ritualistic killers protect their clan by silently eliminating their enemies’ leaders.
Recommended Magic Items
The goblin may be equipped with one or more of the following magic items at the DM’s discretion: cloak of elvenkind, ring of evasion, and two potions of superior healing.
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