Large Humanoid (Goblin), Lawful Evil
Armor Class 15 Natural Armor
Hit Points 43 (4d10 + 3)
Speed 35 ft., climb 5 ft.
STR
19 (+4)
DEX
10 (+0)
CON
15 (+2)
INT
6 (-2)
WIS
7 (-2)
CHA
8 (-1)
Saving Throws STR +6, CON +4
Damage Resistances Bludgeoning
Senses Passive Perception 9
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Groundbreaking Endurance. When hit with rocks and boulders, the stones will break and not even faze the Absolutely Jacked Goblin.

Groundbreaking Strength. When attacking a stone that is a maximum of 6x6x6 feet wide, long, and talll, it will break immediately.

Actions

Terrain Carry. The Absolutely Jacked Goblin can take a 5x5x5 foot chunk of the earth out and use it as a weapon. It shatters after one attack with the boulder (Terrain Bash and Terrain Throw).

Multiattack. The Absolutely Jacked Goblin can make two Fist attakcs.

Fists. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 5 (1d6+ 4) bludgeoning damage. 

Terrain Bash. Melee Weapon Attack: +6 to hit, reach 10ft., 2 target max. Hit: 8 (1d12 + 4) bludgeoning damage (Only works if the effect of Terrain Carry is active). 

Terrain Throw. RangedWeapon Attack: +5 to hit, range 15/30 ft., 1 target. Hit: 8 (1d12 + 4) bludgeoning damage (Only works if the effect of Terrain Carry is active). 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A goblin, but really freakin' buff! This thing has had its muscle mass increased to an unnatural point, and has caused it to be a mindless war machine. The unnatural muscle increase has also increased it's size, turning it from a tiny little goblin into an over 8 and a half foot hulk!

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

TheSuperDerp

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