Small Humanoid (Goblinoid), Neutral Evil
Armor Class 18 (studded leather armor, shield)
Hit Points 7 (2d8)
Speed 30 ft.
STR
8 (-1)
DEX
18 (+4)
CON
10 (+0)
INT
8 (-1)
WIS
12 (+1)
CHA
13 (+1)
Skills Perception +2, Performance +2, Persuasion +2, Stealth +4
Senses Darkvision 60 ft., Passive Perception 11
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.

Bardic Inspiration. The goblin warchanter can inspire others through stirring words or music. To do so, they use a bonus action on their turn to choose one creature other than themself within 60 feet of them who can hear them. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes.

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 the 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 warchanter’s next turn.

Actions

Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Whip. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 4 (1d4 + 2) slashing 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.

Monster Tags: Goblinoid

Environment: ForestGrasslandHillUnderdark

raif11152

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