Armor Class: 11 (Padded)

Hit Points: 7 (2d6 +0)

Speed: 30ft (9m / 6 sqr)

Proficiency: +2


STR

6 (-2)

DEX

10 (+0)

CON

10 (+0)

INT

10 (+0)

WIS

13 (+1)

CHA

10 (+0)


Skills: Stealth +2 Nature +2 Medicine +3

Challenge: 0 (10 XP)


Actions

Unarmed. Melee Weapon Attack +0 to hit, reach 5 ft, one target. Hit: 1 (1d1 -2 ) bludgeoning damage.

Properties: Punch him!,


Special Abilities

Healing Herbs: During a long rest the healer can prepare and use a ointment on a creature. Doing so the creature receives advantage on saving throws agains common diseases and poisons.
Potion of Healing: The healer carries a potion of healing (2d4+2 healing as a action) and a Healer's Kit.
Tool Proficiency: The healer is proficient with Herbalism Kit and Alchemist Kit.

Racial Features

Ability Modifiers: -2 Str, +2 Dex

Small Size: small creatures should use d6 for hit dices

Stealthy: You have proficiency in the stealth skill. (even if DMG didn't say so, all the goblins on MM got stealth)

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

Darkvision: 60ft (18m / 12sqr)

Languages: speaks Common and Goblin.

Character created at rpgtinker.com

NPC Options



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