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.
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.
Here are some math things I noticed about the stats
It also seems weird that it has two melee weapons and a shield. Especially since it needs to use its bonus action to use its bardic inspiration, so dual wielding seems "unatural" for the role/style this creature has in an encounter.
Otherwise, I really like that you took the non-spellcaster route :)