Large Swarm of Small humanoids, Neutral Evil
Armor Class 12 Clothes, Straw Hats
Hit Points 34 (10d6)
Speed 30 ft.
STR
8 (-1)
DEX
14 (+2)
CON
10 (+0)
INT
10 (+0)
WIS
8 (-1)
CHA
8 (-1)
Saving Throws DEX +5, CHA +2
Condition Immunities Grappled
Senses Darkvision 60ft, Passive Perception 11
Languages Common, Goblin
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

String Band: Band of Goblins is constantly playing bluegrass, enemies have disadvantage on hearing based Wisdom(Perception).

Spellcasting. Band of Goblins is a 3rd level spellcaster. Its spellcasting ability is Dexterity (spell save DC 13, +5 to hit with spell attacks). Band of Goblins has following Bard spells prepared:
Cantrips (at will): Viscious Mockery, Prestidigitation, Dancing Lights 

1st level (4 slots): Charm Person,  Thunderwave, Comprehend Languages                   

2nd level(4 slots): Shatter, Silence, Suggestion 

3rd level(2 slots): Hypnotic Pattern

Actions

Band Tactics: Band of Goblins gets 5 actions this turn.

Banjo Swing. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 5 (1d6+ 2) Blunt damage. 

Jam Session. Ranged Weapon Attack: +6 to hit, range 80/100 ft.,  All targets. Hit: 10 (2d10 + 5) Thunder damage.

Description

A band of 5 goblins supports larger hordes of goblins in battle. They use their bluegrass music to debuff enemies in combat. On rare occasions goblin bands can be found playing shows at inns.

DMDandy

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