Nimble Escape. The goblin can take the Disengage or Hide actions as a bonus action on each of its turns.
Multiattack. The goblin makes two spiked chain attacks.
Spiked Chain. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d8+4) slashing damage.
Whirling Lash (Recharge 6). Each creature within 15 feet of the goblin must succeed on a DC 14 Dexterity saving throw or take 13 (2d8+4) slashing damage. If a Large or smaller creature fails its Dexterity saving throw, that creature is knocked prone.
Ceaseless Whirling. Whenever a creature moves within 10 feet of the goblin, the goblin can use its reaction to make a melee weapon attack with disadvantage against that creature.
Description
These spiked-chain-wielding goblins make quite a splash on the battlefield… a splash of blood, that is. Their endless momentum makes them a deadly tempest useful to goblinoid armies as shock troops. They can also be found as bodyguards to wizards, barghests, and others who prefer goblinoid minions and need one capable of dominating in hand-to-hand combat.
Originally from Magic The Gathering: Dominaria
Artwork by: Svetlin Velinov
Thanks and Credit for Conversion: Third to Fifth via Tumblr.com
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