Legendary Resistance (3/Day). If The Goblin King fails a saving throw, it can choose to succeed instead.
Rejuvenation. If The Goblin King gets a limb chopped of it will grow back within seconds.
Spellcasting. The Goblin King is a 19-level spellcaster. Its spellcasting ability is Charisma (spell save DC 30, +16 to hit with spell attacks). The Goblin King has following spells prepared:
Cantrips (at will): Shocking Grasp, True Strike, Eldritch Blast, Ray of Frost
1st level (4 slots): Shield, Sleep, Thunderwave, [Tooltip Not Found]
2nd level (4 slots): Enlarge/Reduce, Detect Thoughts, Enhance Ability, Mirror Image
3rd level (4 slots): Hypnotic Pattern, Bestow Curse, Vampiric Touch, Dispel Magic
4th level (4 slots): Banishment, Dimension Door, Phantasmal Killer, Confusion
5th level (4 slots): Arcane Hand, Heroes' Feast, Reincarnate, Mislead
6th level (2 slots): Flesh to Stone, Move Earth
7th level (2 slots): Reverse Gravity, Delayed Blast Fireball
8th level (2 slots): Antipathy/Sympathy, Dominate Monster
9th level (1 slots): Wish
6 actions every turn
Blood Weapon.
The Goblin King creates any 4 of below weapons using their blood. If they already have a Blood Weapon out they can swap between any of the below weapons.
- Great-axe 1d12 Slashing
- Maul 2d6 bludgeoning
- Quarterstaff 1d6 bludgeoning
- Trident 1d6 piercing (Thrown (range 20/60), Versatile (1d8))
Tail Swipe.
The Goblin King strikes a 10 foot square around them with their tail, which deals 1d6 bludgeoning damage on a hit that is within 5 feet of The King and sends all sends all surrounding creatures away 5 feet.
Charge.
If The Goblin King is 15 feet away from a player they can perform a Charge attack where they shoot forward at the player. The Player must make a contested Athletics or Acrobatics check(depending on how they wish to dodge) with advantage. On a success the Player takes no damage and moves in the direction(safe) of their choosing. On a fail the Player takes 2d8 + 4 Piercing Damage and is pushed back 10 feet.
Blood Whip
The Goblin King can make a whip from their blood which does 2d4 Slashing damage. It can also be used to pull a player, within 15 feet, closer to The Goblin King. The Player must succeed on a DC 17 Strength saving throw. On a fail the Player is pulled right next to The King. On a success the Player breaks from the whip and suffers 1d4 - 2 damage.
Goblin Scream
The Goblin King Screams a blood curdling scream which does 3d6 Force damage and deafens any player within 10 feet of them until the beginning of their next turn.
Wings are a Thing
The Goblin King can sprout large bat-like wings at any given moment, only then will they be able to wing related moves/attacks.
Catch and Release
If The Goblin King is being attacked by a large weapon(up to DMs desecration) they can choose to grab the weapon and throw it 10 feet away. The player must make a contested Strength Check against The Goblin King.
Flight Dodge
The Goblin King is able to sprout wings and fly upwards dodging an attack ONLY if they roll a nat 20. If The Goblin King does the Player can roll an Athletics check to try and grab The KIng by their tail and pull them back down. Any roll 15 or more wins this check.
Wing Push
The Goblin King spreads their massive wings and with one swoosh of them it sends all players in front of The King back 5 feet and sends the Goblin King back 5 feet.
Wing Shield
The Goblin King covers themself with their massive wings causing them to only take half the original damage.
The Goblin King can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Goblin King regains spent legendary actions at the start of its turn.
Frightening Gaze (Costs 2 Actions).
The Goblin King fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 19 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to The Goblin King's gaze for the next 24 hours.
Possession (Costs 2 Actions).
If The Goblin King is within 5 feet of a Player they can grapple the Player and cover their eyes and mouth, the Player must make succeed on a DC 18 Charisma saving throw. If the Player fails the save they will be sent to a dream-like state and will attack the closest Player to them for their next 3 turns, once the 3 turns have passed the player may NOT attack The Goblin King until their next turn. On a success the player breaks away from The Goblin King and takes 1d12 Force Damage as The Goblin King teleports up to 15 feet away(the Player that was grappled may NOT take an attack of opportunity, any other players near The Goblin King may).
Dragon Form (Costs 3 Actions).
The Goblin King can take the form of a gargantuan Goblin Dragon. It takes 3 turns for The Goblin King to fully transform, they cannot attack during this HOWEVER they gain a +1 to their AC while transforming. Once the transformation is complete The Goblin King keeps the Health and AC they originally had(before transforming). Dragon form last for 3 turns(after transformation), once the 3 turns have passed The Goblin King goes back to normal which takes 2 turns. (Takes the actions of an Ancient Green Dragon)
Description
At a towering stature of 8ft, the empty yet somewhat amused gaze of hollowed black eyes gives a commanding presence, which brings a chilling atmosphere to any room. Their horns stick up- skyward and sharp. Auburn fur covers most of their body, which is kept intentionally messy almost to make the already large figure of this creature even bigger. Massive hooves seem to shake the earth with every step, as their large tail- which alone is larger then the size of most creatures you've previously ran into- sweeps eerily on the floor behind them, implying its own menacing threat. Though covered in scars you get the feeling that they aren't from battles lost; their body language gives a sense of well acclimated confidence, something to be feared.. Behold, The Goblin King.
Lair and Lair Actions
The Goblin Kings throne room is GINORMOUS it looks like it could fit a dragon! This room is heavily decorated with goblin and demon jewelry and items(perhaps magical?) with one Throne at the back wall of the room. The ceiling is high with a giant chandelier hanging from it as well as heads of large monster heads mounted on the walls.
Throne Room Actions
ONLY at the start of The Goblin King's turn can they chose take a Throne Room action to cause one of the following effects; The Goblin king can’t use the same effect two rounds in a row and can only use each effect twice:
- The Goblin King can call forth 5d6 Goblinoid Creatures into its lair. These Goblinoids come from any opening in the Throne Room and will attack the the closest Player to the King. After the Goblinoids attack one Player they retreat to watch the battle from outside. Spin Wheel of Goblins
- The Goblin King can can summon 1d4 Blood Copies of themself that have hp equal to a third of The Kings current health. The Blood Copies can do all the same actions The Goblin King can.