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Tunnel Ambushers - AI-generated fantasy Monster

Tunnel Ambushers

The goblins of Deephart Mines learned to polish the passage floor after watching ore carts slide through it. They copied the technique with stones, grease, and relentless traffic, creating a surface that turns a simple stumble into a dangerous slide. Their cords are difficult to see because they are darkened with soot and stretched through the tunnel's natural cracks.

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

Tunnel Ambushers

goblingoblinoidambushertrap-setterdungeonskirmisherlow-level threat
HP7AC13, leather armor, shieldSPD30 ft.CR1/4 (50 XP)StealthPerceptionSleight of Hand
STR
8
DEX
14
CON
10
INT
8
WIS
10
CHA
8
Nimble Escape. The tunnel ambusher can take the Hide or Disengage action as a bonus action on each of its turns.
Tunnel Camouflage. The tunnel ambusher has advantage on Dexterity (Stealth) checks made in the tunnel between rooms 1 and 3. Before combat, it can attempt to hide even when only lightly obscured by darkness, mine dust, uneven stone, or hanging equipment.
Polished Floor. The tunnel ambusher ignores the movement penalties caused by the polished floor in its prepared tunnel. A creature that is knocked prone in that passage slides 5 feet in the direction of the tunnel's lower slope, if any.
Shortsword. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 5 () piercing damage.
Shortbow. Ranged Weapon Attack: to hit, range 80/320 ft., one target. Hit: 5 () piercing damage.
Trip Cord. The tunnel ambusher chooses a creature within 5 feet of a marked cord and yanks it as a bonus action. The target must succeed on a Dexterity saving throw or fall prone and slide up to 10 feet along the polished floor. A creature that fails by 5 or more is also restrained by the cord until it or another creature uses an action to make a Strength check to tear or untangle it.
Trigger Cord. When a creature the tunnel ambusher can see moves within 5 feet of one of its active cords, the ambusher can pull the cord if it has not already used Trip Cord since the start of its last turn. The creature must make the saving throw described in Trip Cord.
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