Small Humanoid (Goblinoid), Neutral Evil
Armor Class 16 Barrel Armor
Hit Points 50 (8d10)
Speed 30 ft., (50 ft. rolling)
STR
16 (+3)
DEX
10 (+0)
CON
16 (+3)
INT
8 (-1)
WIS
10 (+0)
CHA
8 (-1)
Skills Athletics +5, Intimidation +3, Stealth +4
Damage Vulnerabilities Fire
Senses Darkvision 60, Passive Perception 10
Languages Common, Goblin
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

Send In The Goblins (Recharge 3). Let out a cry to rally your goblin minions. As a free action, summon 1d4 Goblin Minion units to a maximum of 5 total. These minions appear within the closest safe spaces near your boss and share your turn order. 

Hey You, Listen Up! As a free action once per turn, you can issue a command to your group of minions, which they do their best to obey. You can specify a simple and general course of action, such as: Attack that creature, Run over there, or Fetch that object. 

You cannot give individual commands to each minion. Minions are eager to please their boss, so they will all attempt to fulfill your command.

After the creature completes the command, until they receive further direction from you, they defend and preserve themselves to the best of their ability.

Actions

Multiattack. The Barrel Brawler makes two attacks: two Barreling Punches, or one Barreling Punch and one Barrel Roll.

Barreling Punch. +5 to hit, reach 5 ft., one target. Hit: 1d6 + 3 bludgeoning damage.

Barrel Roll. You tuck yourself into your barrel armor and begin to roll in a straight line. All enemies in your path take 1d4 + 3 piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed 5 ft. to the side and knocked prone. Movement continues until a successful save or you choose to end your movement.

Bonus Actions

Down the Barrel. You can defensively withdraw into your barrel as a bonus action. Until you emerge, you gain a +4 bonus to your AC, and you have advantage on Strength and Constitution saving throws. While in this state, you are prone, your speed is 0, and you have disadvantage on Dexterity saving throws. You must take a bonus action to emerge from the barrel.

Reactions

Peek Shot. While Down the Barrel is active, if you take damage, you can attempt to kick the attacker in the shins as long as they are within 5 ft. of you. It must make a DC 15 Dexterity saving throw. It takes 1d6 bludgeoning damage on a failed save.

Monster Tags: Goblinoid

ProfessorF