Wood Goblin
Small humanoid, neutral good
Armor Class
13 (natural armor)
Hit Points
18 (4d6 + 4)
Speed
20 ft.
STR
13 (+1)
DEX
15 (+2)
CON
13 (+1)
INT
16 (+3)
WIS
16 (+3)
CHA
10 (+0)
Damage Immunities
poison
Damage Resistances
cold; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Vulnerabilities
fire
Condition Immunities
poisoned
Senses
darkvision 120 ft., passive Perception 15
Saving Throws
Dex +4, Int +5
Skills
Athletics +3, Acrobatics +4, Medicine +5, Perception +5, Sleight of Hand +4, Stealth +4, Survival +5
Languages
Common, Goblin, Sylvan
Challenge
1 (200 XP)
Innate Spellcasting. The wood goblin’s spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The goblin can innately cast the following spells, requiring no material components:
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At will: detect poison or disease, poison spray, shillelagh, spare the dying
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3/day each: barkskin, cure wounds, entangle, lesser restoration, protection from poison
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1/day: spider climb
Herbal Medicine. Due to their innate and magical affinity for plants and herbs, a wood goblin always has advantage on Wisdom (Medicine) skill checks. In addition, the wood goblin’s innate cure wounds spells can be imitated herbally without limitation as long as the wood goblin has access to wild plants. However, the herbal versions require 15 minutes to prepare and must be fresh, and thus are not usable in combat.
Sneak Attack (1/turn). The wood goblin deals an extra 7 (2d6) damage when it has advantage and hits a target with a weapon on the attack roll, or when the target is within 5 feet of an ally of the wood goblin that isn’t incapacitated and the wood goblin doesn’t have disadvantage on the attack roll.
Actions
Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Poison Cloud (1/day). A 10-foot radius of thick venomous gas extends out from the wood goblin. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn and it takes 7 (2d6) poison damage. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can’t take reactions.