Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Elemental crystal. Some of those crystals that are part of the goblin can keep elemental energy, allowing you, if it's one of those rare goblins to add (1d6) of the element type to all of the goblin attacks
Crystal Ram. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage.
Ground pound. The goblin slams his fist on the ground, making it shake in a 20-foot radius around him. Each creature in that radius must make a DC 12 Dexterity saving throw, taking 6 (1d10+2) bludgeoning damage and be knocked prone on a failed save, or half as much damage on a successful one.
Lunge attack. The goblin jump in a 20-foot line using their full movement. Each creature in that line must make a DC 12 Dexterity saving throw, taking 7 (1d10+2) bludgeoning damage on a failed save, or half as much damage on a successful one.
Description
Juggernaut are something of a mystery, there are many theories as to how they got their signature crystal rams. Some say they were cursed for the greed, others say it's a chemical response from touching hazardous elements all day, but one thing's for sure, they pack a punch.
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