Corkscrew Goblin

Family: Goblin

Small humanoid (goblinoid), chaotic evil

Armor Class 17 (leather armor, shield)
Hit Points 36 (8d6 + 8)
Speed 30 ft.

11 (+0) 18 (+4) 12 (+1) 10 (+0) 6 (-2) 9 (-1)

Skills Acrobatics +6
Senses darkvision 60 ft., passive Perception 8
Languages Goblin
Challenge 2 (200 XP)


  • Nimble Engagement. The goblin can take the Dash or Disengage action as a bonus action on each of its turns.
  • Thrill of the Challenge. The goblin has advantage on attacks against creatures wearing heavy armor.


  • Multiattack. The goblin makes two Can Opener attacks.
  • Can Opener. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and if the target is wearing nonmagical armor, the goblin pries off a piece of it. The armor takes a cumulative -1 penalty to the AC it offers. If this penalty reduces a creature’s AC to 10, the goblin has pried off enough pieces that the rest of the armor falls off the target. Armor dismantled in this way can be reequipped by taking the time normally required to don the armor. If the target has a shield, the goblin can choose to reduce the shield’s AC instead. If the shield’s AC bonus is reduced to 0, it falls to the ground and must be re-equipped as normal.
Section 15: Copyright Notice

Total Party Kill Handbook - Volume 2 2019 © 2CGaming, LLC. Author Steven Gordon

This is not the complete section 15 entry - see the full license for this page