Small humanoid (goblinoid), Neutral Evil
| Armor Class | 7 |
|---|---|
| Hit Points | 7 |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (-1) | 14 (+2) | 10 (+0) | 10 (+0) | 8 (-1) | 8 (-1) |
| Saving Throws | — |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | — |
| Languages | — |
| Challenge | 1/4 |
The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Dum-Dum Goblins will opt to run and hide before fighting! A DC 15 Dexterity check must be made before they can be attacked.
Melee Attack Roll: +4 to hit, one target. Hit: 3 (1d6 +2) slashing damage.
Ranged Attack Roll: +4 to hit, one target. Hit: 6 (1d6 + 2) piercing damage.