Nimble Escape. The goblin warchanter can take the Disengage or Hide action as a bonus action on each of its turns.
Spellcasting. The goblin warchanter is a 1st-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following bard spells prepared:
Cantrips (at will): Blade Ward, Thunderclap, Vicious Mockery
1st Level. (3 slots): Charm Person, Cure Wounds, Dissonant Whispers, Sleep
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Inspire (2/day) The goblin warchanter can use a bonus action on its turn to grant one allied creature within 30 feet of it +1d6 on one ability check, attack roll, or saving throw until the start of the goblin warchanter's next turn.
Taunt (2/Day). The goblin warchanter can use a bonus action on its turn to target one creature within 30 feet of it. If the target can hear the bard, the target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard’s next turn.
Description
Goblins warchanters bolster the ranks of goblins on raids and defending their lairs. Their disturbingly catchy songs and malicious use of spells can make an easily defeated band of goblins into a deadly encounter even for experienced adventurers.
Craven cowards that covet power, goblin warchanters almost always stay in the back and strike with spells while shouting orders to those in the front. They are the first to flee if things go badly and always save a spell slot to cast a healing spell on themselves. If cornered, they surrender, often believing they can talk their way out with their unusually skilled tongues. Unsurprisingly, perhaps, they are more often than not mistaken.
Groups of 4 to 6 goblins often have one goblin warchanter. Larger groups often have more.
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