Battle Cry. Provides a +2 to any bonus action or reaction that happens
Claw attack. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 1 (1d4 + 1) Slashing damage.
Stone Short Sword. Melee Weapon Attack: +4 to hit, reach 5 ft., 3 target. Hit: 3 (1d6 + 2) Slashing damage.
Shield Bash. Melee Weapon Attack: +3 to hit, range 5 ft., 1 target. Hit: 1 (1d4 + 2) bludgeoning damage. Even adding a disadvantage to the next role of whoever is hit.
Sharpen blade. Add an extra hit die to any sword or axe weapon.
Goblin team-up. Have it so on the next goblin's turn this goblin can make an attack with that goblin, but lose all state boosts.
Shield block. Adds a +5 to AC, but are unable to retreat or make a bonus action next turn.
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 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
Slightly bigger to a Binker Goblin, similar, but more stronger and better in a fight with dark skin and tougher hide, even going as fair to wear armor, mainly light chains.
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.
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