Medium Fey (Goblinoid), Chaotic Neutral
Armor Class 18 (studded leather, shield)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
STR
11 (+0)
DEX
18 (+4)
CON
14 (+2)
INT
11 (+0)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws DEX +6, WIS +5
Skills Intimidation +5, Perception +6, Persuasion +5
Condition Immunities Charmed
Gear Scimitar, Shortbow, Studded Leather, Shield
Senses Darkvision 60 ft., Passive Perception 15
Languages Common, Goblin, Sylvan
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Commanding Presence. All attacking blink goblins who are within 5 ft. of the goblin chief, and the chief is also within 5 ft. of their target, make melee attack rolls at advantage.

Brute. A melee weapon deals one extra die of its damage when the goblin chief hits with it (included in the attack).

Fey Chief. The goblin chief is immune to being Charmed and has a +4 bonus to initiative rolls.

Fade Away. The goblin chief's body flickers out of existence upon death, returning to its plane of origin but leaving behind its belongings. It is rumoured that some blink goblins can be nursed back to life at their homes in the feywild -- those goblins might grow vengeful, and one day return to spite their killers.

Actions

Multiattack. The goblin chief makes two attacks, using a scimitar or a shortbow in any combination.

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Teleport. The goblin chief magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Before or after teleporting, the goblin chief can make one scimitar attack.

Bonus Actions

Nimble Escape. The goblin chief can take the Disengage or Hide actions as a bonus action on each of its turns.

Captivating Speech. As a bonus action, the goblin chief chooses a creature that it can see and that can hear it within 30 feet and forces that creature to make a DC 14 Wisdom saving throw. On a failure, the target is charmed by the goblin chief until the start of the goblin chief's next turn.

Goblin Rift. As a bonus action, the goblin chief opens a small rift to the plane of the fey, from which they pull out a single blink goblin, then toss it for a distance of up to 30 feet. The goblin isn't prone nor surprised, and joins the combat under the command of the goblin chief, moving directly after it in initiative.

Reactions

Emergency Blink. Upon being hit by an attack roll, provided the goblin chief survives, it can use its reaction to teleport up to 30 feet to an unoccupied space it can see.

Description

Generally larger, stronger, smarter, and inherently more charismatic than their minions, blink goblin chieftains are particularly strong individuals who have managed to rally their lesser kin under their command, either as a cult of personality, an adventuring party, or as a bandit gang.

Monster Tags: Goblinoid

Habitat: ForestGrasslandHillUnderdark

Nova7770

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