Plant Goblin

Tiny plant, neutral

Armor Class 11
Hit Points 10 (4d4)
Speed 20 ft., climb 20 ft.

5 (-3) 12 (+1) 10 (+0) 6 (-2) 8 (-1) 5 (-3)

Skills Stealth +3
Damage Vulnerabilities fire
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands Sylvan but can’t speak
Challenge 1/8 (25 XP)

Special Traits

  • Mobile Seeds. When the plant goblin dies, it explodes in a burst of vegetation, sap, and thorns. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 5 (2d4) piercing damage on a failed save, or half as much damage on a successful one. If in a location of ample soil and not burned, the remains meld into the soil within 24 hours and enrich the plant life within 30 feet for 1 month. The plants yield twice the normal amount of food when harvested.
  • Pack Tactics. The plant goblin has advantage on an attack roll against a creature if at least one of the goblin’s allies is within 5 feet of the creature and the ally isn’t incapacitated.


  • Thorned Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
  • Spit Thorn. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 1 piercing damage plus 2 (1d4) poison damage.
Section 15: Copyright Notice

Tegel Manor © 2019, Frog God Games, LLC; Authors: Bill Webb & Thom Wilson with additional material by Gabor Lux