Wind Goblin
Small humanoid, chaotic neutral
Armor Class
14
Hit Points
36 (8d6 + 8)
Speed
20 ft., fly 40 ft.
STR
13 (+1)
DEX
19 (+4)
CON
13 (+1)
INT
20 (+5)
WIS
13 (+1)
CHA
11 (+0)
Damage Immunities
lightning
Damage Resistances
poison; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Vulnerabilities
acid
Senses
darkvision 120 ft., passive Perception 11
Saving Throws
Int +7, Wis +3
Skills
Arcana +7, Investigation +7
Languages
Common, Goblin, Sylvan
Challenge
4 (1,100 XP)
Innate Spellcasting. The wind goblin’s spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The wind goblin can innately cast the following spells, requiring no material components:
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At will: dancing lights, mage hand, prestidigitation, shocking grasp
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3/day each: detect magic, eldritch blast, faerie fire, gust of wind, identify
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1/day: wind wall, call lightning
Scientific Spellcasting. Wind goblins have a strange relationship with science and are able to use what they sincerely believe is scientific invention to mimic the abilities of spellcasters. They also describe arcane concepts in science-like jargon.
The following is a typical allocation of “scientific”, gadget-based spells that a wind goblin might be able to cast, but specific spells vary from goblin to goblin. Wind goblin “science” magic never requires a verbal or material component. Instead, all spells require a gadget focus and the somatic component of turning the cranks and working the levers (etc.) on said focus. The process is usually loud and often smelly or smoky, with superfluous electrical arcing.
The wind goblin is a 4th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells, requiring only somatic components:
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Cantrips (at will): fire bolt, light, mending, message, minor illusion
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1st level (4/day*): expeditious retreat, fog cloud, thunderwave
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2nd level (3/day*): hold person, knock
* The uses per day represent fuel-related limitations.
Actions
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.