Page 56 - Ultimate-Bestiary-Revenge-of-the-Horde-5E
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Forest Goblin Trapper                                   e goblin trapper can use one additional action while setting
           Small humanoid (goblinoid), neutral evil             the bear trap to attach it to the ground with a metal spike and
                                                                chain. If a creature is caught by the trap while it is attached to
           Armor Class 12                                       the ground in this way, the creature is restrained until it can
           Hit Points 3 (2d6 − 4)                               escape the trap.
           Speed 30   ., climb 30   .                           Trip Line (2 actions; 1 action at each end).    e goblin trapper
             STR     DEX     CON      INT     WIS      CHA      attaches a rope or vine to two points up to 25   . apart and
            7 (−2)  14 (+2)  7 (−2)  14 (+2)  8 (−1)  8 (−1)    1   . o   the ground.    e trip line can be detected with a DC 12
           Skills Nature +1, Stealth +4                         Wisdom (Perception) check. If a creature passes through the
           Senses darkvision 60   ., passive Perception 9       a  ected area it must make a DC 15 Dexterity saving throw or
           Languages Common, Goblin                             fall prone.
           Challenge 1/2 (100 XP)
                                                                Spike Trap (2–3 actions).    e goblin trapper pushes sharpened
           Woodland Stalker.    e forest goblin trapper can attempt to hide   spikes into an area of ground measuring no more than 5
           even when only lightly obscured by foliage as a bonus action on     . square and covers them up with leaves.    e spikes can
           each of its turns.                                   be detected with a DC 13 Wisdom (Perception) check. If a
                                                                creature enters the a  ected area it must make a DC 12 Dexterity
           Woodland Camou  age.    e forest goblin trapper has advantage   saving throw. On a failed save the creature takes 5 (2d4)
           on Dexterity (Stealth) checks while in the forest
                                                                piercing damage.
           Actions                                                 e goblin trapper can use one additional action to coat the tips
                                                                of the spikes with poison. If it does so, any creature who takes
           Stake. Melee or Ranged Weapon Attack: +5 to hit, reach 5   . or
           range 20/60   ., one target. Hit: 4 (1d4 +2) piercing damage.  damage from the spikes must also make a DC 15 Constitution
                                                                saving throw, taking 7 (2d6) poison damage on a failed save, or
           Set Trap.    e forest goblin trapper can spend a number of   half as much on a successful one.
           actions on subsequent turns to deploy one of the following traps:
                                                                Cage Trap (3 actions).    e goblin trapper sets up a four-
           Bear Trap (1–2 actions).    e goblin trapper sets a bear trap   walled spring-loaded cage trap 5   . square and large enough
           and covers it with leaves and other debris.    e bear trap can be   for a Medium creature to   t in, and covers it with leaves and
           detected with a DC 14 Wisdom (Perception) check. If a creature   other debris.    e cage can be detected with a DC 12 Wisdom
           steps on the bear trap, it must make a DC 15 Dexterity saving   (Perception) check. If a creature enters the a  ected area it must
           throw. On a failed save the creature takes 9 (2d8) piercing   make a DC 16 Dexterity saving throw. On a failed save the
           damage, and its speed is halved until it removes the trap.    e   creature is trapped within the cage.    e creature can use its
           creature can use its action on its turn to make a DC 12 Strength   action on its turn to make a DC 13 Strength (Athletics) check
           (Athletics) check to remove the bear trap.           break out of the cage.
                                                                Snare Trap (2 actions).    e goblin trapper sets a spring-loaded
                                                                snare in a 5   . square and covers with leaves and other debris.
                                                                   e snare can be detected with a DC 14 Wisdom (Perception)
                                                                check. If a Small or Medium creature enters the a  ected area
                                                                it must make a DC 13 Dexterity saving throw. On a failed save
                                                                the creature is restrained and pulled upside-down 5   . o   the
                                                                ground. A creature can destroy the snare, freeing any restrained
                                                                creature, by dealing 1 damage to the snare (AC 10).
                                                                 Weapons, Armor & Items
                                                                 Stake, and roll a d12:
                                                                  d12   Item(s)
                                                                  1–6   1d4 days' fried spider rations
                                                                  7–9   A trinket (p. 57)
                                                                 10–11 A tattered coin purse containing 14 (4d6) cp
                                                                   12   A bag of holding


                                                                Trappers take great pride and pleasure in constructing, setting and
                                                                maintaining the wide variety of traps littered around the troop’s
                                                                range. Most commonly, these will be constructed of local wood,
                                                                but occasionally metal can be salvaged from animal traps laid by
                                                                more civilized hunters, or from the weapons and armor of unwary
                                                                travelers.


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                                                                                                     Chapter 3: Goblins
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