Small Humanoid (Goblin), Chaotic Evil
Armor Class 15 Leather Armor
Hit Points 55 (10d6 + 20)
Speed 30 ft.
STR
12 (+1)
DEX
16 (+3)
CON
14 (+2)
INT
13 (+1)
WIS
10 (+0)
CHA
8 (-1)
Saving Throws DEX +5, INT +3
Skills Perception +2, Sleight of Hand +5
Damage Resistances Fire
Gear Scrapplate Shield
Senses Darkvision 60, Passive Perception 14
Languages Common, Gnomish Swear words only, Gnomish Swear words only, Goblin
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Master of Malfunctions.
Foreman Gobblegrub has advantage on any check made to sabotage, jam, or jury-rig mechanical devices. Once per short rest, he can cause a non-magical mechanical item within 30 ft. to break or misfire (DM’s discretion on effect).

Goblin Cunning.
Gobblegrub can take the Disengage or Hide action as a bonus action on each of his turns.

Scrapplate Shield (Recharge 5–6).
Made from brewery tanks and broken carts, Gobblegrub's shield can block an incoming attack, adding +5 to AC until the start of his next turn. However, if an attack hits him while the shield is up, it breaks and becomes unusable until repaired.

Toxic Brewflinger (3/day).
Gobblegrub hurls a flask of volatile brewing waste at a point he can see within 60 ft. All creatures in a 10-foot radius must make a DC 13 Dexterity saving throw or take 3d6 acid damage and become poisoned for 1 minute. On a successful save, they take half damage and are not poisoned.

Actions

Actions

Rusty Wrench Bash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) bludgeoning damage.

Keg Launcher (Recharge 4–6).
Foreman Gobblegrub pulls a lever on a shoulder-mounted contraption and fires a flying mini-keg at a target within 80 ft.
Ranged Weapon Attack: +5 to hit, one target.
Hit: 11 (2d8 + 2) bludgeoning damage, and the target must succeed on a DC 12 Strength saving throw or be knocked prone.

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

Mythic Action Name. 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

"Ain’t nothin’ wrong with a little brew-based warfare! Let’s see ya dodge THIS, ya stinkin’ sparkle-breathers!"

Loot Ideas:

  • A cracked set of brewer’s tools with hidden compartments

  • A half-functioning "Kegflinger" that can be repaired by an artificer

  • A suspicious journal with plans for a goblin-run brewery monopoly

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.

AegisCSS

Comments

Posts Quoted:
Reply
Clear All Quotes