Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Pack Tactics. The 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.
Self Destruct. When the goblin dies, it expels all the energy infused in it causing a 10 ft. explosion centered on itself. Any creature in range must make a DC 15 Dexterity saving throw, taking 5 (1d10) lightning damage on a failed save, or half as much damage on a successful one.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.
Charging Bolt (Recharge 6). The goblin shoots out a streak of energy out of its hand, targeting one creature in a 60 ft. range. The target must make a DC 10 Dexterity saving throw, taking 14 (3d8) lightning damage on a failed save, or no damage on a successful save.
Description
Infused with the chaos magic from the elemental chaos, these goblins are wiped of their intelligence only keeping their pack instincts and lust for blood. Once a goblin has become “Chaos-Sworn” their eyes glow a menacing red and they gain a series of abilities that make them powerful weapons.
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