Coblyn

Tiny fey, neutral good

Armor Class 13 (natural armor)
Hit Points 7 (2d4 + 2)
Speed 25 ft., burrow 5 ft.

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 13 (+1) 10 (+0) 12 (+1) 8 (-1)

Skills Nature +2, Perception +3, Stealth +4, Survival +3
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Common, Sylvan
Proficiency Bonus +2
Challenge 1/4 (50 XP)

SPECIAL TRAITS

  • Fey Ancestry. The fey has advantage on saving throws against being charmed, and magic can’t put it to sleep.
  • Pack Tactics. The coblyn has advantage on an attack roll against a creature if at least one of the coblyn’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
  • Spellcasting. The coblyn casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 11):
  • Sunlight Sensitivity. While in sunlight, the coblyn has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.
  • Treasure Sense. The coblyn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it.
  • Tunneler. Using a pickaxe or similar tool, a coblyn can burrow through solid rock at a speed of 5 feet, leaving a 6-inch-diameter tunnel in its wake.

ACTIONS

  • Pickaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
  • Rock. Ranged Weapon Attack: +4 to hit, range 25/50 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
  • Invisibility. The coblyn magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the coblyn wears or carries is invisible with it.
  • Coblyn Curse (1/Day). Poison gas fills a 20-foot-radius sphere centered on a point the coblyn can see within 50 feet of it. The gas spreads around corners and remains until the start of the coblyn’s next turn. Each creature that starts its turn in the gas must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

BONUS ACTIONS

  • Helpful Knocking. The coblyn takes the Help action by knocking on nearby rock. The knocking is audible within 300 feet.

ABOUT

This coblyn stands around half a yard tall and has a gnome-like appearance. It has an unattractive, grime-covered face and is dressed like a miner, wearing miniature mining outfits.

Coblyns, also known as mine goblins or coblynau, are gnome-like creatures that inhabit mines, quarries, and underground areas. Despite their appearances, coblyns are often friendly and helpful to miners and others who encounter them.

Coblyns are not aggressive creatures. Instead, they offer assistance to miners by guiding them to rich veins of ore or valuable treasures through their distinctive knocking sound. Coblyns work diligently but rarely finish their tasks, suggesting that their primary purpose is to aid miners rather than engage in combat.

Coblyns live underground, rarely venturing to the surface world. At night, they may appear outside of their usual habitats, often raiding cellars for food and drink, especially beverages. They have a tendency to trade with dwarves, exchanging mundane items for jewels and precious metals. While generally helpful, coblyns can also become mischievous, causing minor disruptions. It is said that if a coblyn is attacked, survivors or witnesses will return with more of their kind to curse the guilty parties.

Section 15: Copyright Notice

5E RPG: Celtic Bestiary. Copyright 2023, Mal and Tal Enterprises, LLC; Author Michael Tresca.

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