Tunnel Goblins
Our every-other-Sunday 5E D&D game continues today. Terry DMed the first part of the campaign, running our characters through 5E conversions of AD&D’s Against the Cult of the Reptile God and the laughably bad The Forest Oracle. I’m DMing the game now with everyone running new characters.
In terms of campaign continuity, the first group of heroes are still out and about dealing the The Forest Oracle. Our new group of heroes have traveled to Dark Shelf (a site found in another AD&D adventure that I’m converting more or less on the fly) to investigate strange goings on at the quarry. So far, the heroes have discovered that the dwarven night shift at the quarry is actually a mob of goblins (moblins?). Among those goblins are a number of tunnel goblins, the second of three new monsters I’ve statted up for the game.
The heroes’ first foray into the quarry tunnels didn’t go well. A lack of common sense alerted goblin and human guards, and the heroes quickly found themselves outnumbered and nearly overwhelmed while enemy reinforcements could be heard echoing in the tunnels. With unconscious allies in tow, the heroes beat feet and found a hiding place in the wooded hills northeast of the quarry. Later the next day, the heroes limped back into Dark Quarry. They regrouped, recovered, and hired a couple of river guides. Heading up the river from the coast, the heroes found a way into what they rightly believe to be the lowest levels of the quarry. They defeated a couple of ooze para-elementals without too much trouble, and then the session ended.
Since Jesús, one of the players and a former student whom I taught many years ago, plays a parrot-themed aarakocra ranger whose favored enemies are goblins, the heroes have a solid idea about the capabilities of tunnel goblins even though they have yet to face them in combat. That’s likely to change today. Also, as the party has leveled up, I can pull out some tougher opposition for them. Might be a good excuse to try out a goblin swarm or two. Cue evil laughter.
Tunnel goblins excel at mining and underground construction. Goblin tribes use tunnel goblins as a skilled labor force as well as scouts and guards. With their innate nimbleness and magical ability to move through rock, tunnel goblins may prove to be more than a nuisance to unwary trespassers.
Goblin, Tunnel
Small humanoid (goblinoid), neutral evil
Armor Class 12
Hit Points 5 (2d6-2)
Speed 30 ft., climb 15 ft.
STR 8 (-1), DEX 14 (+2), CON 9 (-1), INT 9 (-1), WIS 12 (+1), CHA 7 (-2)
Skills Perception +3, Stealth +6
Senses darkvision 90 ft., passive Perception 13
Languages Common, Goblin
Challenge 1/8 (25 XP)
Keen Hearing. The tunnel goblin has advantage on Wisdom (Perception) checks that rely on hearing.
Light Sensitivity. While in bright light, the tunnel goblin has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Actions
Multiattack. The tunnel goblin makes two attacks with its rocks. It makes the second rock attack roll with disadvantage.
Mining Tool. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Rock. Ranged Weapon Attack: +4 to hit, range 20/80 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.
Reactions
Rocky Step. When a tunnel goblin uses Nimble Escape and ends its turn out of line of sight of an enemy, it may make a rocky step as its reaction. The tunnel goblin merges with a stone surface. At the start of its next turn, it uses its reaction to exit a stone surface within 30 feet of its point of entry.