Mod | Save | ||
---|---|---|---|
STR | 16 | +3 | +3 |
DEX | 14 | +2 | +2 |
CON | 18 | +4 | +4 |
Mod | Save | ||
---|---|---|---|
INT | 12 | +1 | +1 |
WIS | 17 | +3 | +3 |
CHA | 10 | +0 | +0 |
Goblin Superiority: While this goblinoid is within 30ft of any other goblinoid those goblin(s) must protect The Great Goblin every time.
The Kings Will To Fight: While a goblin can see The Great Goblin within 60ft get +1 to all saving throws, ability checks and anything else that requires a roll besides damage.
Abnormally Large: This creature does a d6 instead of d4 of damage on unarmed strikes and does an extra 2d6 force damage when using unarmed strike. Along with the force damage any creature that get hit by The Great Goblin needs to make a Dc 13 strength saving throw of be nocked 10ft back and prone if they succeed they are knocked back but not prone.
Multi attack: The Great Goblin can make two unarmed strikes
Unarmed Strike: Melee Attack Roll:+6 to hit, reach 5ft, one target, hit 8 (1d6+6) bludgeoning plus 10 (2d6) force damage
Command Of The Great Goblin: As a Action The Great goblin can look at three goblins and command them to do his biding, As they take this command they gain advantage of ability score checks that require physical work and attacks.
Spellcasting. The Great Goblin casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (Spell save DC 15):
At will: Poison spray, Toll the Dead, Infestation, Acid splash
3/day each: Cause fear, Ray of sickness, Ray of enfeeblement, Silvery barbs, Hold person, Nathair's Mischief, Crown of Madness, Stinking Cloud, Bestow Curse
Call of The Great Goblin: As a bonus action The Great Goblin at the start of each of its turns can call out for more goblins to join his crusade The Great Goblin rolls a d4 to determine the type of goblin and a d6 to determine how many.
Redirect Attack. Trigger: A creature the goblin can see makes an attack roll against it. Response: The goblin chooses a Small or Medium ally within 5 feet of itself. The goblin and that ally swap places, and the ally becomes the target of the attack instead.
Legendary resistance (3/a day): If The Great Goblin fails a saving throw it can chose to succeed it instead.
Call Goblin Reinforcements (1/a day): When being attacks The Great goblin can use its legendary action to choose to call on 3d6 goblins to reinforce his current numbers. If the goblins are frightened they will flee.
Previous Versions
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6/29/2025 12:12:57 PM
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6/29/2025 5:26:33 PM
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Coming Soon
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