Water Goblin
Small humanoid, neutral
Armor Class
13 (natural armor), 16 with mage armor
Hit Points
13 (3d6 + 3)
Speed
20 ft., swim 20 ft.
STR
13 (+1)
DEX
14 (+2)
CON
13 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
16 (+3)
Damage Immunities
cold
Damage Resistances
acid; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Vulnerabilities
lightning
Senses
darkvision 120 ft., passive Perception 11
Saving Throws
Dex +4, Cha +5
Skills
Acrobatics +4, Athletics +3
Languages
Common, Goblin, Sylvan
Challenge
1/2 (100 XP)
Amphibious. Water goblins can breathe air and water.
Innate Spellcasting. The water goblin’s spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The water goblin can innately cast the following spells, requiring no material components:
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At will: mending, minor illusion, prestidigitation, ray of frost
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3/day each: create or destroy water, fog cloud, grease, mage armor, purify food and drink, water breathing
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1/day: water walk
Actions
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Reactions
Uncanny Dodge. When an attacker the water goblin can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.