Small Humanoid (Goblinoid), Chaotic Neutral
Armor Class 18 Studded Leather
Hit Points 180 (24d8 + 72)
Speed 30 ft.
STR
10 (+0)
DEX
22 (+6)
CON
17 (+3)
INT
18 (+4)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws DEX +10, INT +8
Skills Acrobatics +10, Sleight of Hand +10, Stealth +10
Damage Resistances Cold, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 60 ft. Magical., Passive Perception 17
Languages Common, Goblin
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Legendary Resistance (2/Day). If Burp Sneeze fails a saving throw, he can choose to succeed instead.

Nimble Escape. Burp Sneeze can take the Disengage or Hide action as a bonus action on each of his turns.

Grab anything! Burp Sneeze is proficient with improvised weapons.

Innate Spellcasting. Burp Sneezes innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). He can innately cast the following spells, requiring no components:

At will: mage hand (the hand is invisible)

3/day each: mirror image, darkness, cloud of daggers, silvery barbs

1/day each: haste, mass suggestion 

Sneaky Goblin Attack (1/Turn). Burp Sneeze deals an extra 16 (4d8) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Burp Sneeze that isn’t incapacitated and Burp Sneeze doesn’t have disadvantage on the attack roll. In addition, if the creature's size is larger than Burp Sneeze, he can cause the attack to deal extra damage to the creature. The extra damage equals to double his proficiency bonus (8).

Actions

Multiattack. Burp Sneeze can make two attacks. If both these attacks hit the same target, he can make one addition attack with Onion Toss against a different target. Burp Sneeze can use Poof before or after each attack.

+2 Rapier. (Ugly Sword). Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) slashing damage plus 2d8 acid damage. The target's Charisma score is reduced by 1d4. The target is stunned by its ugliness if this reduces its Charisma to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

+2 Hand Crossbow (Dying with Laughter). Ranged Weapon Attack: +12 to hit, range 30/120 ft., one target. Hit: 11 (1d6 + 8) piercing damage plus 2d8 acid damage. The target must then succeed on a DC 18 Wisdom saving throw or fall prone in a fit of laughter, being unable to stand up or speak until the end of their next turn. If Dying with laughter hits a creature with a 20 on the attack roll, the creature takes one point of exhaustion from intense laughter.

Onion Toss. Improvised Weapon Attack: +10 to hit, reach 15/30 ft., one target. Hit: 8 (1d4 + 6) acid damage. The target now smells. Any non-goblin creature that is within 5 feet of the smelly target, must use its reaction to move 5 feet away and cannot move closer until the end of targets next turn.

Bonus Actions

Poof. Burp Sneeze teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see. Both the space he leaves and his destination must be in dim light or darkness.

Reactions

Burp Sneeze! (1/day). In response to being dropped to 0 hit points, Burp Sneeze, sneezes, dropping to 1 hit point instead, dealing 10 (3d6) force damage to each creature with in 10 feet of him. Burp Sneeze then uses Poof.

Phantomized. When Burp Sneeze gets hit by an attack, Burp Sneeze' body becomes a phantom, shifting and wavering like a ghost. Until the beginning of his next turn, any creature has disadvantage on attack rolls against him.

Legendary Actions

Burp Sneeze can take 3 legendary actions. He can take only one legendary action at a time and only at the end of another creature’s turn. Burp Sneeze regains spent legendary actions at the start of its turn.

Onion Toss Again... Burp Sneeze can make one Onion Toss attack.

Giggle Strike. Burp Sneeze makes one ranged weapon attack with Dying with laughter.

Bye Bye (costs 2 actions). One creature with in 30 feet of Burp Sneeze is shrouded in a 5 foot cube of magical darkness until the end of his next turn.

Laughing Frenzy (costs 3 actions). Burp Sneeze fires a barrage of bolts with Dying with laughter. Burp Sneeze makes a weapon attack against five targets with in range.

Lair and Lair Actions

Lair Actions

When fighting inside his lair, Burp Sneeze can invoke the ambient magic to take lair actions. The lair is also dimly lit with shadowed corners of magical darkness. On initiative count 20 (losing initiative ties), Burp Sneeze can take one lair action to cause one of the following effects:

  • Burp Sneeze shouts out his name in a happy yet concerning tone. Six Goblin Gang members arrive in his lair. Each Goblin Gang Member  do an extra 1d6 acid damage to their weapon attacks and are immune to acid damage.
  • The roof of the lair opens up, revealing small hidden caches filled with onions. All creatures in Burp Sneeze lair must make a Dexterity Saving throw DC 18, or take 4d4 acid damage and are considered smelly. Any non-goblin creature with in 5 feet of a smelly creature must use their reaction to move 5 feet away and cannot move towards the smelly target until the end of the round. On a success, the creatures take half damage and are not considered smelly.
  • Mayhem takes over the lair. Each time a creature makes an attack towards Burp Sneeze must roll a d100 against the wild magic table. Immediately after the attack, whether it hits or not, the magical effect from the wild magic table triggers. If any spells are triggered that require a saving throw, the DC is 16.
  • Each Goblin Gang Members  in Burp Sneeze lair become subjects to his wacky magic. Each Goblin Gang member gain an echo. The echo has AC 14 + the Goblin Gang Members proficiency bonus, 1 hit point, and immunity to acid and all conditions. If it has to make a saving throw, it uses the Goblin Gang Members saving throw bonus for the roll. It is the same size as the Goblin Gang Members, and it occupies its space. On the Goblin Gang Members turn, as a bonus action, can mentally command their echo to move 30 feet in any direction and make one melee weapon attack. If the echo or the Goblin Gang Member leaves the lair, the echo is destroyed.

Monster Tags: Goblinoid

Habitat: ForestGrasslandHillUnderdark

Devellstear

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