Dual Consciousness. The Goblin has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Multiattack. The Convergence Goblin makes three attacks. One with each hand, plus either a Vicious Mockery or Mind Sliver, depending on which head wins out.
Left Hand: Morningstar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Right Hand: Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Left Head: Vicious Mockery
Right Head: Mind Sliver
My Turn!: As a Bonus Action, either head can forgo it's shield bonus, (+2), to AC to deal one additional weapon die of damage on a successful hit.
Your Turn!: As a Bonus Action, either Head can forgo it's spell attack to provide the 'Help' action to it's other half, giving Advantage on their Attack Roll.
Look Out!: As a Reaction, the Convergence Goblin can 'Turtle up' by hiding behind both it's shields, providing an additional +4 to its AC until the start of it's next turn. Both Physical attacks the following turn are made at Disadvantage, as the shields get in the way and impair attacks until they are straightened back up. (Using two shields is hard, ya'll!)
Description
Two heaqded, four armed. Wearing rusty chain. Wielding Morningstar and Spear, as well as two shields. Convergence Goblins are squat, deformed things. Warped by the a purposeful convergence of the far realm into reality, a Convergence Goblin is essentially two goblins crushed into one creature, their misshapen body boasting four arms and a pair of twisted heads that gibber and slather at each other as much as any foe before them. The two heads of a Convergence Goblin sometimes carry on demented conversations with one another.
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