Killing time ’til my Saturday campaign, I thought I might try out something a little different here.
If you haven’t noticed yet, I love goblins. In fact, of all the humanoid races I’ve created variants for, I’ve made more goblins than anything else. Something about them that I think is just so classic and cool. Heck, even one of my NPC “heroes” is a neutral evil goblin named Jeth.
Anyways, with this mini-series, I had an idea: what if I took a goblin, then randomly selected a monster out of the Monster Manual to combine it with. No matter what I landed on, I’d have to turn it into a monster.
For this first go-round, I landed on merfolk. Hence: mergoblins, goblins of the sea.
What is a Mergoblin?
Like land goblins, mergoblins lurk in dark places such as trenches, the remains of sunken pirate ships, or dense coral reefs. They’re just as skitterish as their air-breathing cousins and don’t take kindly to strangers; especially if those strangers are mammals!
Mergoblins tend to travel in schools, so if you come across one mergoblin there is probably a few more nearby.
Small humanoid (goblinoid), neutral
Armor Class 12
Hit Points 9 (2d6 + 2)
Speed 10 ft., swim 40 ft.
Abilities Str 9 (-1), Dex 14 (+2), Con 12 (+1), Int 10 (+0), Wis 8 (-1), Cha 8 (-1)
Skills Perception +1, Stealth +6
Senses darkvision 60 ft., passive Perception 11
Languages Aquan, Goblinoid
Challenge 1/4 (50 XP)
Amphibious. The mergoblin can breathe air and water.
Nimble Escape. The mergoblin can take the Disengage or Hide action as a bonus action on each of its turns.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Stay tuned for more goblins out of the goblinizer!
Like I said, I love goblins. So you can definitely expect me to cook up a few more.
See you then!
Art by telthona.