Small humanoid, any alignment
- Armor Class
- 12, 15
- Hit Points
- 78 (12d8 + 24)
- Speed
- 30 ft.
- Challenge
- 7 (2,900 XP)
STR
10
+0
DEX
14
+2
CON
15
+2
INT
12
+1
WIS
12
+1
CHA
18
+4
- Saving Throws
- Cha +7, Wis +4
- Skills
- Arcana +4, Religion +4, Deception +7, Persuasion +7
- Damage Resistances
- slashing from nonmagical attacks not made with silvered weapons
- Senses
- darkvision 60 ft., passive Perception 11
- Languages
- any two languages (usually Abyssal or Infernal), Goblin
Traits
Dark One's Own Luck (Recharges after a Short or Long Rest).
When the goblin makes an ability check or saving throw, it can add a d10 to the roll. It can do this after the roll is made but before any of the roll's effects occur.
Actions
Mace.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage plus 10 (3d6) fire damage.
Spellcasting
Innate Spellcasting.
The goblin's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components:
Spellcasting.
The goblin is a 17th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: