Self Destruct. The goblin can choose to do this as an action or It will activate automatically on death. A turn after the activation of self-destruct the Barrel Mech Exploides in flames. Each creature in a 10-foot radius sphere centred on the Barrel Mech must make a Dexterity saving throw. A target takes 5d6 fire damage on a failed save, or half as much damage on a successful one.
Volatile. If the Barrel Mech (Goblin) is damaged and has 12 or less HP roll a D12. If the roll is equal to or greater than the Barrel Mech Goblin's health, it ignites in flame and self-destructs.
Splinters. The goblin inside the mech takes the same amount of damage as the Barrel Mech (Goblin) at 7HP or below.
Multiattack. Barrel Mech (Goblin) can attack twice.
Buzzsaw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 4) bludgeoning damage.
Grasp. The Barrel Mech (Goblin) can attempt to Grapple a creature that is large or smaller with a range of 5ft. The creature needs roll strength to succeed a strength saving throw DC16 or be Grappled and Restrained. On that creature's turn, it can use an action to escape if it succeeds in a strength-saving throw DC14. The grasp will also end if the grasp target deals more than 12 damage in a round of combat.
Crush. If the Barrel Mech (Goblin) is currently grappling a target it crushes the grappled target dealing 1d12+4 bludgeoning damage.
Catapult. If the Barrel Mech (Goblin) is currently grappling a target it can throw the target at another target with in 30ft. the target being thrown takes 1d8+4 bludgeoning damage. The target being aimed at must succeed a dexterity saving throw 12DC or take 1d8+4 bludgeoning damage.
Fire!. Fire a cannonball at a target within 50ft. This attack requires 2 actions and can't be used the following turn. Ranged Weapon Attack: +7 to hit, range 50/100 ft., one target. Hit: 16 (2d8 + 8) piercing damage and (1d6) fire damage.
Hammer. (Disembarked) Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Nails. (Disembarked) Ranged Weapon Attack: +2 to hit, range 80/320 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Disembark. The goblin leaves the mech and exits the cockpit. the goblin's stats are the same as Barrel Mech (Goblin) except for the following: max hp 7, AC 13, strength 8 and restricted to disembarked-related actions. The goblin can choose to rembark if the mech is still intact.
Nimble Escape. (Disembarked) The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Description
Goblins are small, black-hearted humanoids that lair in despoiled dungeons and other dismal settings. Individually weak, they gather in large numbers to torment other creatures.
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