Goblin Banneret (5e Creature)

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Novice Cavalry Goblin Soldier

Small humanoid (goblinoid), lawful neutral


Armor Class 16 (Breastplate)
Hit Points 31 (2d6+5d10)
Speed 30ft. off mount, 40ft. on mount


STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 8 (-1) 10 (+0) 10 (+0) 16 (+3)

Skills Athletics +5, Survival +5, Stealth +6, Animal Handling +3
Senses darkvision 60 ft., passive Perception 10
Languages Common and Goblin
Challenge 3 (700 XP)


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.

ACTIONS

Lance: Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) Piercing damage on mount, 9 (+3) off mount


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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