Black Hand Goon | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Black Hand Goon CR: 2 (450 XP)

Small humanoid (simian), neutral evil
Armor Class: 14 (leather armor)
Hit Points: 22 (4d8+4) 4d8+4
Speed: 35 ft , fly: 0 ft , burrow: 0 ft , swim: 0 ft , climb: 30 ft

STR

10 +0

DEX

19 +4

CON

12 +1

INT

10 +0

WIS

14 +2

CHA

15 +2

Saving Throws: Dex +5, Int +2
Skills: Acrobatics +8, Deception +4, Perception +6, Sleight of Hand +6, Stealth +8
Senses: passive Perception 16
Languages: Common, Ape
Challenge Rating: 2 (450 XP)

Sneak Attack (1/turn). The goon deals an extra 7 (2d6) 2d6 damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5ft of an ally of the rogue that isn't incapacitated and the rogue doesn't have disadvantage on the attack roll.

Actions

Attack. The goon makes one shortsword or one hand crossbow attack and adds its poison, if available.   Shortsword. Melee Weapon Attack: +6 1d20+6 to hit, reach 5ft, one target. Hit: 7 (1d6+4) 1d6+4 piercing damage.   Hand Crossbow. Ranged Weapon Attack: +6 1d20+6 to hit, range 30/120, one target. Hit: 7 (1d6+4) 1d6+4 piercing damage.   Poison (Recharge 4-6). When a creature is hit with the goon's shortsword or hand crossbow, they must make a DC 13 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much on a successful one.   Cunning Action. On each of its turns, the goon can use a bonus action to take the dash disengage or hide action.


Created by

spywilliam123.

Statblock Type

Monster

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