Goblin Weird (5e Monster)
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|Small humanoid (goblinoid), 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|
|Challenge: 1 (200 xp)|
| Mage 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.
Wild Spellcasting. The goblin’s spellcasting ability is Charisma (spell save DC 15). The goblin can innately cast the spells below, requiring no components. However, the goblin may choose which level to cast and its target, but must roll to see which spell it casts. All of the Goblin Weird's spells have a range of 60 ft. and targets the target creature (regardless of the spell description).
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.
|Alignment||Chaotic Neutral +|
|Challenge Rating||1 +|
|Experience Points||200 +|
|Features||Mage Armor +, Nimble Escape +, Wild Spellcasting +, Scimitar + and Reactive Spellcasting +|
|Hit Dice||5d6 +|
|Hit Points||18 +|
|Identifier||5e Monster +|
|SortText||Goblin Weird +|
|Title||Goblin Weird +|