Goblin Banneret (5e Creature)
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Novice Cavalry Goblin Soldier
Small humanoid (goblinoid), lawful neutral Armor Class 16 (Breastplate)
Skills Athletics +5, Survival +5, Stealth +6, Animal Handling +3 Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns Dueling Fighting Style. When the goblin is wielding a melee weapon in one hand and no other weapons, it gains a +2 bonus to damage rolls with that weapon (included in the attack). Second Wind (Recharges after a Short or Long Rest). The goblin has a limited well of stamina that it can draw on to protect itself from harm. As a bonus action, the goblin can regain 6 (1d10 + 1) hit points. Action Surge (Recharges after a Short or Long Rest). On the goblin's turn, it can take one additional action on top of its regular action and a possible bonus action. Rallying Cry At 3rd level, when you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you. ACTIONSLance: Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) Piercing damage on mount, 9 (+3) off mount
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Having some service under their belt, their higher-ups gave them a promotion. Those patriotic to the cause are given a captain role of Banneret. They and their worgs are educationally brainwashed, making them impervious to persuasion checks to make them walk away from a fight. They will fight until they die, often mindlessly charging in and then healing themselves with thier allies. |
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