Blubber. Any attack that hits the goblin king but deals 7 damage or less is negated, no matter the damage type. If the attack deals more than 7 damage, all of the damage goes through like a normal attack.
Brute. A melee weapon deals one extra damage die of its damage when the goblin king hits with it (included in the attack).
Rampage. When the goblin king reduces a creature to 0 hit points with a melee attack on its turn, the goblin can take a bonus action to move up to half its speed and make a greatclub attack.
Legendary Resistance (3/Day). If the goblin king fails a saving throw, it can choose to succeed instead.
Multiattack. The goblin king makes two melee attacks.
Greatclub. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Cowardly Leader. When a creature the goblin can see targets it with an attack, the goblin king chooses another lesser goblin within 5 feet of it, picking it up and holding the goblin in front of it, forcing its underling to take all of the incoming damage.
The goblin king can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The goblin regains spent legendary actions at the start of its turn.
Attack (Costs 1 Action). The goblin makes a greatclub attack.
Movement (Costs 1 Action). The goblin can move up to its speed without provoking opportunity attacks.
Belly Bump (Costs 2 Actions). The goblin throws his massive weight toward a creature within 5 feet. The creature must succeed a DC 15 Strength saving throw or take 14 (3d6 +4) bludgeoning damage and be knocked back 5 feet and prone.
Description
This monstrous goblin leads his goblin underlings through fear. He has the body type more befitting of a bugbear than his goblin brothers, but has grown fat with food and indulgence creating a thick layer of blubber underneath already thick skin.
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