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Goblin

Small humanoid (goblinoid), neutral evil


  • Armor Class 15 (leather armor, shield)
  • Hit Points 7 (2d6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 10 8 (-1) 8 (-1)

  • Skills Stealth +6
  • Senses darkvision GO ft., passive Perception 9
  • Languages Common, Goblin
  • Challenge 1/4 (50 XP)

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.


ACTIONS
Scimitar Melee Weapon Attack: +4 to hit reach 5 ft. one target Hit: 5 (1d6 + 2) slash ing damage
Shortbow Ranged Weapon Attack: +4 to hit range 80-320 ft. one target Hit: 5 (1d6 + 2) piercing damage

Cultist

Cultists swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices.

Medium humanoid (any race), any non-good alignment


  • Armor Class 12 (leather armor)
  • Hit Points 9 (2d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 12 (+1) 10 10 11 10

  • Skills Deception +2, Religion +2
  • Senses Passive Perception 10
  • Languages Common
  • Challenge 1/2 (100 XP)

Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.

Spellcasting. A cultist is a 1st level spellcaster. Its spellcasting ability is Wisdom (save DC 10, +2 to hit with spell attacks). The cultist has the following spells prepared:


ACTIONS
Scimitar Melee Weapon Attack: + 3 to hit reach 5 ft. one target Hit: 4 (1d6 + 1) slashing damage

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