Armor Class: 12 (Padded)

Hit Points: 11 (2d6 +4)

Speed: 30ft (9m / 6 sqr)

Proficiency: +2


STR

8 (-1)

DEX

12 (+1)

CON

14 (+2)

INT

16 (+3)

WIS

18 (+4)

CHA

12 (+1)


Skills: Stealth +3 Nature +5 Medicine +6 Perception +6 Religion +5

Saving Throws: Wisdom +6 Intelligence +5

Challenge: 1/8 (25 XP)


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.


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.

Actions

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

Properties: Punch him!,

NPC Options



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