Night Goblin (5e Creature)

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Night Goblin[edit]

Small humanoid (goblinoid), neutral evil


Armor Class 15 (leather armor, shield)
Hit Points 10 (3d6)
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 10 (+0) 10 (+0) 10 (+0) 8 (-1)

Skills Perception +4, Stealth +6
Senses darkvision 60 ft., passive Perception 14
Languages Common, Goblin
Challenge 1/4 (50 XP)


Nimble Maneuver. The goblin can take the Dash or Disengage action as a bonus action on each of its turns.

Sunlight Sensitivity. While in sunlight, the goblin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

ACTIONS

Madcap-infused Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 4 (1d8) poison damage, or 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage if used in two hands to make a melee attack.

Madcap-infused Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 4 (1d8) poison damage.

Madcap Beer Flask. The goblin can use an action to quaff one flask of Madcap mushroom beer. When the goblin does so, it gains advantage on melee attack rolls and saving throws against spells that would affect its mind for 1 minute.


Night goblins are a distinct sub-race of subterranean goblins whom are known famously for dwelling within the dark tunnel networks of mountains.

Night goblins are well suited to their subterranean existence. They range in size, but many are on the stunted side, which better enables the spiteful creatures to move quickly through the tight cavernways below ground. Night goblins are easily marked out from other goblinoids as they wear long, dark, hooded cloaks, in part to blend in with the poorly lit tunnels but mostly to protect themselves from the hated sunlight should they venture above ground. Given a choice, night goblins only leave their underground lairs at night or when the sun is shrouded by cloud or by a darkness spell. When they do emerge, night goblins launch deadly raids, ambush travellers in mountain passes, and commit countless other malicious deeds. They are particular enemies of the dwarves, and the two races share a long history of bitter rivalry on mountainous peaks and below ground.

In the moist darkness of their subterranean homes, the night goblins are surrounded by all manners of mold and mushrooms. Many kinds of fungi are grown for a variety of uses, such as being consumed as food, mixed in potions, used as medical treatments, fuel glow-lights or used to tame the cave squigs that naturally populate their homes. Displaying even more than their species usual lack of common sense, individual night goblins have been known to gleefully ingest dangerously hallucinogenic mushrooms. Deep in their caves, night goblin shamans are amongst the most feared goblinoid shamans in the underground world. Not only are these creatures powerful magic-users, but they are also expert brewers and cultivators of many different species of mushroom. These shamans grow and cultivate these mushrooms in order to create beverages and potions of many variety and purposes.

When they feel they are in trouble during a battle, night goblins drink a particular beer made from Madcap mushrooms that enhances their fighting capabilities at the expense of their sanity.



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