Small humanoid (goblinoid), neutral evil
Armor Class 14 (studded)
Hit Points 22 (4d6 + 8)
Speed 30 ft.
Skills Deception +3, Persuasion +3
Senses darkvision 60 ft., passive Perception 13
Languages Common, Goblin
Challenge 3 (700 XP)
Innate Spellcasting. The goblin shaman’s innate spellcasting ability is Wisdom (spell save DC 13, +8 to hit with spell attacks). The goblin shaman can innately cast the following spells, requiring no components:
At will: Fire Bolt, Message
2/day: Burning Hands, Charm Person, Detect Thoughts, Sleep
1/day: Fireball, Lightning Bolt
Magic Resistance. The goblin shaman has advantage on saving throws against spells and other magical effects.
Multiattack. The goblin shaman makes two weapon attacks with its goat staff.
Nimble Escape. The goblin shaman can take the Disengage or Hide action as a bonus action on each of its turns.
Redirect Attack. When a creature the goblin can see targets it with an attack, the goblin chooses another goblin within 5 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead.
Goat Staff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 1) bludgeoning damage plus 10 (3d6) necrotic damage.
These goblins tend to be professional warcasters in goblinoid armies or mercenaries for crime organisations.
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