Nimble Maneuver. The goblin can take the Disengage or Dash action as a bonus action on each of its turns.
War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Handaxe. Ranged Weapon Attack: +5 to hit, range 20ft., one target. Hit: 6 (1d4 + 4) slashing damage
Shield Bash. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. If the target is a Small or medium creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Rage. As a bonus action, Goblin enters a rage for up to 1 minute (10 rounds) to gain advantage on STR checks and saving throws (not attacks), +2 melee damage with STR weapons, resistance to bludgeoning, piercing, slashing damage.
This rage ends early if the Goblin is knocked unconscious or if its turn ends and it hasn't attacked a hostile creature since its last turn or taken damage since then. The rage can also ended as a bonus action.
Unyielding. When the Goblin is subjected to an effect that would move it, knock it prone, or both, it can use its reaction to be neither moved nor knocked prone.
Previous Versions
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10/3/2023 8:49:37 PM
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2
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3
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1
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Coming Soon
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