Goblin Ash-Runner

small humanoid (goblinoid), neutral evil

D&D 5e / SRD 5.1

Challenge 2 (450 XP)

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STR
8 (-1)
DEX
16 (+3)
CON
12 (+1)
INT
10
WIS
12 (+1)
CHA
10

Defense

Armor Class
15 (studded leather armor)
Hit Points
33 (6d8+6 +1)
Speed
35 ft., swim 10 ft., climb 10 ft.

Proficiencies & Senses

Saving Throws Dexterity +5, Constitution +3
Skills
Insight +3, Stealth +5, Acrobatics +5, Perception +3
Senses
darkvision 60 ft.
passive Perception 13

Characteristics

Damage Vulnerabilities
Damage Resistances
fire
Damage Immunities
Condition Immunities
Languages Common, Goblin

Traits and Actions

Ashen Step

Trait Custom
Darkvision Custom
Saving Throw Custom
As a bonus action, the goblin can teleport up to 15 feet to an unoccupied space it can see, leaving a cloud of hot ash in its original space. The ash cloud fills a 5-foot cube and lightly obscures that area until the start of the goblin's next turn. A creature that enters the cloud or starts its turn there must succeed on a DC 12 Constitution saving throw or be blinded until the start of its next turn.

Darkvision. Darkvision allows sight in darkness, used for targeting teleport.

Nimble Escape

Trait Custom
Disengage Action Custom
Hide Action Custom
The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Multiattack

Action Custom
The goblin makes two attacks with its cinder claw.

Cinder Claw

Action Custom
Dexterity Saving Throw Custom
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 3 (1d6) fire damage. If the target is a creature, it must succeed on a DC 12 Dexterity saving throw or take an extra 3 (1d6) fire damage at the start of its next turn as the cinders smolder.

Cinder Bomb (Recharge 5-6)

Action Custom
Blinded Condition Custom
Dexterity Saving Throw Custom
Ranged attack: make a ranged weapon attack +5 to hit (range 30/60 ft.) against one target. The goblin lobs a flask of burning cinders. Hit: 10 (3d6) fire damage, and the target must succeed on a DC 12 Dexterity saving throw or be blinded until the end of its next turn. The attack leaves a patch of burning embers in a 10-foot-diameter area centered on where it lands for 1 minute. A creature that starts its turn in the embers takes 2 (1d4) fire damage.

Ascent Step

Bonus Action Custom
The goblin uses its Ascent Step trait, teleporting and leaving ash.

Combat Behavior

Tactics


• Open with Cinder Bomb to break up party formations and blind a key target.
• Use Ascent Step to reposition behind cover or into flanking positions, leaving dispersing clouds.
• Retreat using Nasty Escape followed by a full movement if severely wounded.
• If cornered, state Multiattack with Cinder Claw on the closest enemy.

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