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Mess-Hall Goblins - AI-generated fantasy Monster

Mess-Hall Goblins

When the miners of Deephart Mines vanished, a band of hungry goblins moved into the communal dining room. They discovered that the old cookfire still drew air from a ventilation shaft, allowing them to maintain a steady flame. Since then, the chamber has become both their home and their last reliable source of food.

SmallHumanoid(Goblinoid)CR Low individually, dangerous in groupsNeutral evil

Mess-Hall Goblins

goblingoblinoiddungeonmess hallminionskirmisherimprovised weapons
HP7, 2d6AC15, leather armor and shieldSPDSpeed 30 ft., Climb 30 ft. on rough stone surfaces without needing an ability checkCR1/4, 50 XP eachStealth
STR
8
DEX
14
CON
10
INT
10
WIS
8
CHA
8
Nimble Escape. The goblin can take the Hide or Disengage action as a bonus action on each of its turns.
Pack Nerves. While within 5 feet of at least one allied goblin, the goblin has advantage on saving throws against being frightened.
Mess-Hall Ambusher. The goblin has advantage on Dexterity (Stealth) checks made in the mess hall or among mine equipment, rubble, and tables.
Rusty Cleaver. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 5 () piercing damage.
Thrown Mess Kit. Ranged Weapon Attack: to hit, range 20/60 ft., one target. Hit: 4 () bludgeoning damage, and the target must succeed on a Dexterity saving throw or fall prone.
Flip the Table. The goblin kicks over a moldy table in a space within 5 feet. The table becomes difficult terrain and provides half cover until moved or destroyed. Each creature adjacent to the table must succeed on a Dexterity saving throw or take 2 () bludgeoning damage.
Skitter Behind Cover. When a creature the goblin can see misses it with a melee attack while within 5 feet, the goblin moves up to 10 feet without provoking opportunity attacks, provided it ends this movement behind a table, wall, or another goblin.
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