Goblin Weird (5e Monster)
| |||||||||
Rate this article Discuss this article |
Goblin Weird [1] | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Small Humanoid (Goblinoids, Goblins), Chaotic Neutral | ||||||||||||
Armor Class: 12 (15 with mage armor) | ||||||||||||
Hit Points: 18 (5d6) | ||||||||||||
Speed: 30 ft. | ||||||||||||
| ||||||||||||
Skills: Arcana +0, Stealth +6 | ||||||||||||
Senses: darkvision 60 ft., passive Perception 8 | ||||||||||||
Languages: Common, Goblin | ||||||||||||
Habitat: Forest, Grassland, Hill, Underdark, Underground | ||||||||||||
Challenge: 1 (200 xp)Proficiency Bonus (PB): +2 | ||||||||||||
FeaturesMage Armor. The goblin casts mage armor when it awakens and whenever the spell expires. Thus unless magically suppressed by an antimagic field or similar magic, the goblin always has mage armor active.
ActionsScimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage. ReactionsReactive Spellcasting (Recharges 5-6). The goblin can use its reaction to cast one of the following as a reaction:
|
Goblin Weirds are eccentric, and some are down right mad, the wild magic warping their fragile minds. They have learned to tap into the raw essence of Wild Magic, but have very little control over it.
Goblin Weirds are held in fear and awe by other goblins. The goblins covet the power that the weirds wield and understand that it could turn the tide of battle. But, the unpredictable manifestation of the power, combined with the unstable nature of the weirds, cause the weirds to be avoided when possible.
Weirds tend to dress in a gaudy fashion to draw attention to themselves. They are generally not afraid of using the fear and awe of them to their advantage, gaining comforts normally reserved for chiefs and priests.