Wild Magic. Each time the goblin casts a spell (even a Cantrip), there is an accompanying surge of wild magic; roll on the Wild Magic Surge table in the Player’s Handbook to determine the wild magic effect.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Fire Bolt (Cantrip). Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage.
Fireball (4th-Level Spell; 3/Day). The goblin creates a fiery explosion centered on a point it can see within 150 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 14 Dexterity saving throw, taking 31 (9d6) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners and ignites flammable objects in the area that aren’t being worn or carried.
Spellcasting. The booyagh casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks):
At Will: light, mage hand, prestidigitation
3/day each: greater invisibility
Misty Step (2nd-level spell; 3/day). The goblin teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 30 feet of it.
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Shield (1st-Level Spell; 3/Day). When the goblin is hit by an attack or targeted by a magic missile spell, it calls forth an invisible barrier of magical force that protects it. Until the start of its next turn, the goblin has a +5 bonus to AC, including against the triggering attack, and it takes no damage from magic missile.
Description
“Booyahg” means “magic” in the Goblin tongue. Should ye happen upon goblins chanting “booyahg booyahg booyahg,” be warned! There might be a powerful sorcerer lurking in their midst.
Previous Versions
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