Goblin Hunter

Usually encountered in groups of 3 along with 1 goblin, these goblins hunt wild animals and weak humanoids for their tribe and are very skilled with ranged combat along with restraining a creature that comes too close with its net. Like a wolf, they are very dangerous when they fight together.

Small humanoid (goblinoid), neutral evil

Armor class 13 (leather)

Hit points 13 (3d6+3)

Speed 30ft

STR 12 (+1) DEX 14 (+2) CON 12 (+1) INT 10 (+0) WIS 12 (+1) CHA 8 (-1)

Skills Stealth +6, Survival +3, Athletics +3

Senses Darkvision 60ft, passive perception 11

Languages Common, Goblin

Challenge 1/2 (100xp)

Traits
Nimble Escape: The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Greed: If the Goblin knows a creature possesses a great form of wealth (e.g. gems, platinum coins, art pieces etc.), the goblin is inclined to attack the creature. if the creature that was attacked by the goblin manages to knock it out, after the goblin wakes up, the creature will succeed in any check made to interrogate the goblin for the promise of the wealth.

Pact tactics: The goblin has advantage on attack rolls against a creature if at least 1 of the goblin's allies is within 5 feet of the goblin and the ally isn't incapacitated.

Special Equipment: the goblin carries around 12-20 javelins. The javelin also only weigh 1 pound.

Actions
Javelin: melee or ranged weapon attack: +3 to hit, reach 5ft. or 30/120ft, one target, hit 4 (1d6+1) piercing damage.

Net: special weapon attack: +4to hit, range 5/15ft, hit Large or smaller restrained. Making a DC 10 strength saving throw results in breaking the net thus freeing oneself or another creature. Dealing 5 slashing damage or more to the net breaks it, freeing the creature. Creatures that are formless cannot be restrained by the net.

Author
Intellicraft