Goblin Hexer

Small Fey (Goblinoid), Chaotic Neutral
Initiative +3 (13)
AC 13
HP 45 (10d6 + 10)
Speed 30 ft.
MOD
SAVE
MOD
SAVE
MOD
SAVE

Str
8
-1
-1
Dex
16
+3
+3
Con
12
+1
+1

Int
16
+3
+3
Wis
10
+0
+0
Cha
10
+0
+0

Skills Sleight of Hand +5, Stealth +7
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Goblin
CR 3 (XP 700; PB +2)

Actions

Multiattack. The goblin makes two Hex Stick attacks. It can replace one attack with a use of Spellcasting.

Hex Stick. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 60 ft. Hit: 12 (2d8 + 3) Psychic damage.

Spellcasting. The goblin casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13):

At will: Minor Illusion
1/day each: Blindness/Deafness, Faerie Fire, Grease

Reactions

Jinx. Trigger: A creature the goblin can see hits it with an attack roll. Response—Wisdom Saving Throw: DC 13, the triggering creature. Failure: The attack misses instead.

Goblins are Feywild embodiments of recklessness and ruin. They delight in wreckage—the louder, the more energetic, and the more convoluted, the better. Goblin raids are often as much opportunities to enjoy setting fires and tormenting livestock as they are parts of more disruptive plots. Goblins obey those who accomplish the wildest plans. Such leaders might be goblin raid masterminds, bombastic magic-users, or those capable of making the loudest noises. Hobgoblins and forceful humanoids might also command ornery groups of goblins, directing their destructiveness toward banditry, sabotage, or war.
Goblin hexers use flashy and disruptive magic. Many goblin hexers are theatrical, dressing and behaving in exaggerated mimicry of archmages.
Habitat: Forest, Grassland, Hill, Planar (Acheron), Planar (Feywild), Underdark
Treasure: Individual, Implements
Monster Manual 2024

  1. DnD 5.5 Monsters › Goblin Hexer
Goblin Hexer