| Mod | Save | ||
|---|---|---|---|
| STR | 27 | +8 | +8 |
| DEX | 24 | +7 | +7 |
| CON | 25 | +7 | +7 |
| Mod | Save | ||
|---|---|---|---|
| INT | 22 | +6 | +6 |
| WIS | 19 | +4 | +4 |
| CHA | 24 | +7 | +7 |
Legendary Resistance (3/day) If Bargirvyek, The Goblingod fails a saving roll, he can choose to succeed instead.
Goblin Tattoo of Peace. Bargrivyek's magical tattoo, etched in dark greens and rusty browns, resembles a chaotic swirl of jagged shapes, often accompanied by images of sneaky goblins or feral beasts. The tattoo imbues the wearer with the essence of goblin cunning and trickery, enhancing his abilities even further.
- He gains advantage on attack rolls made against creatures that haven't taken their turn against him in combat. Additionally, if you deal damage with an attack while hidden, you can add an extra 1d6 damage once per turn.
- He has a total of 20 feet reach using his unarmed melee attacks. With a weapon, his attacks reach 15 feet.
Path of the Peacekeeper. Bargrivyek has immunity to diseases, blindness and poison, once per turn, he can touch another willing creature to heal any of the above conditions.
Multiattack. Bargrivyek can makes two attacks: two with his claws.
Claw. Weapon Attack: + 19 to hit, reach 15 ft., one target. Hit: 24 (4d8 + 10) slashing damage.
God of Goblins' Wrath (1/day). Bargrivyek targets up to 5 creatures within 120 feet. Each target must make a Dexterity saving throw (DC 12) or take 15d12 necrotic damage (target creature receives only half damage on a successful roll). Any allies within the radius are unaffected and instead gain temporary hit points equal to half the damage dealt.
Spectral Goblin Attack. All restrained creatures take 10d6 force damage at the start of their turn.
Malevolent Peacekeeper. This is Bargrivyek's legendary flail weapon. It gives +15 to hit, 5d6 damage. Bargrivyek’s Flail strikes a creature, radiant chains extend to strike up to 2 additional creatures within 10 feet of the original target. Each additional creature takes 2d12 bludgeoning damage and 4d10 radiant damage, and must succeed on a Strength saving throw (DC 22) or be knocked prone.
Goblin Transferrence. Bargrivyek has the same amount of attacks as Boblin + 1d4
Goblin Trickery Bargrivyek magically teleports himself and up to 5 willing allies to any unoccupied spaces he can see within 60 feet. Each teleported creature becomes invisible until the start of Bargrivyek’s next turn.
Retaliatory Swarm (2/day) When Bargrivyek is hit by a melee attack, he summons a swarm of spectral goblins to attack the assailant. The attacker must make a Dexterity saving throw (DC 24) or take 8d10 necrotic damage and become restrained by the swarm until the end of their next turn.
Bargrivyek, The Goblingod can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Bargrivyek, The Goblingod regains spent legendary actions at the start of its turn.
Redirect Hostility (Cost: 3 Actions) Bargrivyek targets one hostile creature within 60 feet, compelling it to make a Charisma saving throw (DC 20). On a failed save, the creature is forced to redirect its next attack against a target of Bargrivyek's choice, viewing that target as its greatest enemy.
Diplomatic Maneuver (Cost: 1 Action) Bargrivyek magically teleports up to 30 feet to an unoccupied space he can see and gains the benefits of the Sanctuary spell until the start of his next turn.
Rallying Cry (Cost: 2 Actions) Bargrivyek inspires all allies within 60 feet. They regain temporary hit points equal to 1d10 +30. Any goblin affected by this ability can immediately use its reaction to make a melee weapon attack.
Bargrivyek, Champion of the Goblin Pantheon. Once Bargrivyek's hp reaches 0, he transforms into the ultimate champion bearing all powers of the goblin pantheon of gods which include: Maglubiyet, Grankhul, Hruggek, Khurgorbaeyag, Nomog-Geaya, Skiggaret. His hp is restored to 1d4 times his original hp and he gains the following abilities from each god: Maglubiyet (passive: Bargrivyek can now use his melee attack 4 times as his main action and move double his movement speed.), Grankhul (2/day: the spell Improved Invisibility can be cast without any components), Hruggek (3/day: Bargrivyek can cast a 5th level Cure Wounds spell (5d8 + 4). Khurgorbaeyag (2/day: the spell Dominate Person can be cast without any components), Nomog-Geaya (passive) Bargrivyek has advantage to hit on all melee attacks and is immune to the frightened condition. Skiggaret (2/day: When an enemy damages Bargrivyek, he automatically deals the same amount of damage to his attacker) In addition: Bargrivyek can use any of the below abilities as part of his Mythic form.
Absolute Unity (1/day). Bargrivyek channels divine power to bind all creatures within 120 feet in a zone of enforced cooperation. Each creature must make a Charisma saving throw (DC 16). On a failed save:
- Hostile creatures cannot target Bargrivyek for 1d6 rounds. If there are at least two creatures close to Bargrivyek, the closest enemy to him will attack the next closest enemy for the duration of the mythic action. A successful roll omits the second part of this action.
- Allied creatures gain a +3 bonus to attack rolls, saving throws, and AC while within the zone.
If the save is successful, creatures are immune to this ability for 24 hours.
Goblinstorm (1/day) Bargrivyek calls upon his divine influence to summon a horde of spectral goblins. These spirits swarm the battlefield, occupying a 60-foot radius centered on him for 1 minute. Creatures in the area must make a Dexterity saving throw (DC 21) at the start of their turn or take 30d8 force damage and be restrained by spectral hands until the end of their next turn. Goblins are immune to this effect and gain advantage on all attack rolls while within the swarm.
Description
Bargrivyek was the goblinoid deity of unity and cooperation, titled Peacekeeper for his role of encouraging teamwork between the various goblinoid races and tribes. However, he was also a god of territory, and his peacekeeping role did not extend to creating positive relations between goblinoids and other races
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:
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Previous Versions
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2/9/2025 10:37:03 AM
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