Small Humanoid, Neutral Evil
Armor Class 14 (studded leather armor)
Hit Points 14 (4d6)
Speed 30 ft.
STR
8 (-1)
DEX
14 (+2)
CON
10 (+0)
INT
10 (+0)
WIS
8 (-1)
CHA
14 (+2)
Skills Intimidation +4, Stealth +4
Senses Darkvision 60 ft., Passive Perception 9
Languages Common, Goblin
Challenge 1/2 (100 XP)
Proficiency Bonus +2

Nimble Escape. The goblin warchanter can take the Disengage or Hide action as a bonus action on each of its turns.

Spellcasting. The goblin warchanter is a 2th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following bard spells prepared:

Cantrips (at will): blade ward, vicious mockery

1st level (3 slots): bane, healing word, Tasha’s Hideous Laughter

Taunt (2/Day). The goblin warchanter can use a bonus action on its turn to target one creature within 30 feet of it. If the target can hear the goblin warchanter, the target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the goblin warchanter’s next turn.

Actions

Multiattack. The goblin makes two weapon attacks one with its scimitar with wipe. The second attack has disadvantage.

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Wipe. Meele Weapon Attack: +4 to hit, range 10 ft., one target. Hit: 5 (1d4 + 2) piercing damage.

Description

Goblins are small, black-hearted humanoids that lair in despoiled dungeons and other dismal settings. Individually weak, they gather in large numbers to torment other creatures.

The goblin warchanter are the battle singers of goblin tribes. The are mostly females wiping the worries in a frequency for battle and using the magic songs to demoralize and confuse there enemies. They command great respect in the goblin tribes. 

Monster Tags: Goblinoid

Environment: ForestGrasslandHillUnderdark

Pokelefi

Comments

Posts Quoted:
Reply
Clear All Quotes