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:

  • At will: mending, minor illusion, prestidigitation, ray of frost

  • 3/day each: create or destroy water, fog cloud, grease, mage armor, purify food and drink, water breathing

  • 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.

small
humanoid
cr1/2
tome-of-horrors