Oozing. The Oilyhat constantly sheds sticky, teal-colored slime. Creatures have Disadvantage on checks to grapple or restrain it, and the Oilyhat has advantage on checks to escape such conditions.
Slam. MWA +5 to hit. Hit 6 (1d6 + 3) bludgeoning damage
Modification. For larger or more tactical groups who’ll make good use of their resources, it’s easy to scale him up: double his hit points and give him an extra
attack.
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Cunning Betrayal. As a bonus action, the goblin feigns surrender toward a creature within 20 feet that can see and hear it. The target must succeed on a DC 13 Insight check. On a failure, the goblin makes one melee weapon attack with Advantage. If it hits, the attack deals an additional 1d6 damage.
Dagger. +4 to hit. Hit 4 (1d4 + 2) slashing damage.
Tactics. The Goblin Painter uses deception over force. It may fake surrender mid-fight or attempt emotional appeals (Wait, wait! I was just cleaning!). Works best in social or low-combat zones where it can mislead rather than overpower.
Wylds Magic Surge. The first time the weasel takes damage, roll a d12 on the Wyld Magic Surge Table below. The effect triggers immediately.
Evasive Scurry. When the weasel takes damage, it can use its reaction to move up to half its speed without provoking opportunity attacks.
Forest Camouflage. The weasel has Advantage on Stealth checks made to hide in natural environments.
Bite. +5 to hit. Hit 4 (1d6) piercing damage.
Shapechanger. The mimic can use its action to polymorph into a Small or Tiny forest object (such as a log, stump, mossy rock, or old backpack), or back into its true amorphous form. Its statistics are the same in each form. While disguised, it has Advantage on Stealth checks made to avoid detection.
Adhesive (Object form only). The mimic adheres to anything that touches it. A creature grappled by the mimic is also restrained. The adhesive dissolves when the mimic dies.
Tricky Appearance (Object form only). While the mimic remains motionless, it is indistinguishable from an ordinary object.
Grappler. The mimic has Advantage on attack rolls against any creature grappled by it.
Pseudopod. +3 to hit. Hit 4 (1d6 + 1) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 11).
Mimicry Mumble. The mimic perfectly mimics the voice of a creature it has heard within the last 24 hours. This sound can be projected from its disguised form to lure or confuse. DC 11 Insight check reveals the sound is
unnatural.
Moss Camouflage. The spider is covered in thick moss and lichen. It has advantage on Dexterity (Stealth) checks when in forested or swampy terrain.
Clinging Terror. If the spider successfully bites a creature, it can cling to them. The target must succeed on a DC 12 Strength (Athletics) check or be grappled (escape DC 12). While grappled this way, the spider remains attached, continuing to bite each turn without making an attack roll.
Bite. +4 to hit. Hit 6 (1d8 + 2) piercing damage, and the target must succeed on a DC 11 Constitution
saving throw or take 3 (1d6) poison damage.
Web Snare (Recharge 5-6). +4 to hit, range 30/60 ft. Hit The target is restrained by webbing (escape DC 12). The webbing can be attacked and destroyed (AC 10, HP 5, vulnerability to fire damage, immunity to bludgeoning, poison, and psychic damage).
Traits
Goat-Headed Madness. The priest has the head of a goat. As a bonus action, it can let out a discordant bleat. A creatures of its choice within 20 feet must succeed on a DC 11 Wisdom saving throw or the priest has Advantage to ram them. Once a creature makes the saving throw, they are immune for the next 24 hours.
Spellcasting. The Priest is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It knows the following spells: Healing Word (2/ day), Thaumaturgy, and Druidcraft.
Spectral Ram. Target creature within 60 feet, but needs a minimum of 20 feet of range in a straight line, must make a DC 12 Dexterity saving throw. On a failed save, they take 5 (1d10) force damage. If the target is Large or smaller, it is also pushed 10 feet back. This magical attack takes the form of a glowing, spectral ram head that crashes forward with concussive force.
Headbutt. +4 to hit. reach 5 ft., Hit 4 (1d4 + 2) bludgeoning damage. On a critical hit, the target is stunned until the end of its next turn.
Rising Cult. A young satyr, has begun to preach sermons to the stones and scream gospel to the winds. He calls himself the GOAT of Goats—a self- proclaimed demigod,the god of mischief, and momentum, and son of the Wild One. And somehow... he’s gaining followers.
What started as a few enchanted goats has grown into cults of goblins, beastkin, and even corrupted forest spirits, all painting their horns and shouting his name. They speak of the Stampede That Will End the Quiet, and the Great Ascent, where only the strong will climb and all others will kneel—or be trampled. Snurl found his way to the Enchanted Forest and spreads the teachings of the goat
Traits
Fey Ancestory. +2 to all magical saving throws
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action.
Actions
Dagger. +4 to hit. Hit 4 (1d4 + 2) piercing, plus 1d4 poison damage.
Spider Blast. spell +4 to hit, range 120 ft., Hit 5 (2d4) force damage. The goblin hurls a live spider at the target.
Nasty Little Biters. If hit by Spider Blast, the target must succeed on a DC 12 Sleight of Hand check (bonus action) to swat away the spider before it burrows under clothing.
They get Advantage if using an action. If left unchecked, the spider bites at the start of Splug’s turn, dealing 1d4 poison damage each round until removed.
Once a pickpocket from the edge- villages, he was blessed by the Web Mother during a fever dream after being bitten by a tunnel widow. Since then, he's served as a wandering proselytizer of her sticky truths—planting shrines, spreading dogma, and unleashing arachnid terror wherever he's sent.
Though cowardly by nature, Splug treats shrines to the Web Mother as holy ground. He’ll weep and hiss prayers while casting, begging the spiders to wrap them tight, real tight.
His spider magic is grotesquely creative—most of it involves throwing spiders at people, often with gleeful accuracy.
Traits
Fey Ancestry. +2 to all magical saving throws
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action.
Actions
Dagger. +4 to hit. Hit 4 (1d4 + 2) bludgeoning damage.
Sling. +4 to hit. range 30/120 ft. Hit 4 (1d4 + 2) bludgeoning damage.
Traits
Magical Paint Coating. Fluffy’s scaly hide is covered in swirling magical patterns that shimmer faintly. This grants it a +1 bonus to AC and all saving throws.
Hold Fast. If Fluffy hits a Medium or smaller creature with a bite attack, the target is grappled (escape DC 12). Until this grapple ends, Fluffy can’t bite another target but causes the
grappled creature 1d6 piercing damage at the start of each of her turns.
Amphibious Beast. Fluffy can hold her
breath for 20 minutes.
Actions
Bite. MWA +4 to hit. Hit 7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12) if it is Medium or smaller.