Golden Moblin (5e Creature)

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Golden Moblin

Large humanoid (moblin), chaotic evil


Armor Class 18 (studded leather)
Hit Points 225 (18d10 + 126)
Speed 40 ft.


STR DEX CON INT WIS CHA
26 (+8) 22 (+6) 25 (+7) 8 (-1) 12 (+1) 13 (+1)

Saving Throws Dex +12, Con +13, Wis +7, Cha +7
Skills Acrobatics +12, Athletics +14, Intimidation +7, Perception +7
Damage Resistances necrotic, radiant; bludgeoning, piercing, and slashing damage from nonmagical attacks
Condition Immunities charmed, petrified
Senses darkvision 120 ft., passive Perception 17
Languages Blin and one other language (usually Common)
Challenge 19 (22,000 XP)


Evil Aura. Any creature that starts its turn within 10 feet of the moblin must make a DC 12 Wisdom saving throw, or become frightened until the start of its next turn. If a creature has succeeded on this saving throw once within the past 8 hours, it has advantage when making this saving throw again.

Improved Initiative. The moblin has advantage on initiative rolls. If the campaign uses static initiative, it instead gains a +5 bonus to its initiative score.

Keen Smell. The moblin has advantage on Wisdom (Perception) checks that rely on smell.

Legendary Resistance. If the moblin fails a saving throw, it can choose to succeed instead.

Magic Resistance. The moblin has advantage on saving throws against spells and other magical effects.

Moblin Demigod. The moblin has advantage on all Charisma checks made to interact socially with moblins.

Powerful Attacks. A weapon attack deals one extra die of its damage when the moblin hits with it (included in the attack), and these weapon attacks are magical.

ACTIONS

Multiattack. The moblin makes three attacks.

Moblin Spear. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 33 (3d12 + 14) bludgeoning damage.

Javelin. Melee or Ranged Weapon Attack: +14 to hit, range 30/120 ft., one target. Hit: 18 (3d6 + 8) piercing damage.

Shortbow. Ranged Weapon Attack: +12 to hit, range 80/320 ft., one target. Hit: 13 (2d6 + 6) piercing damage.

REACTIONS

Gleaming Dodge. When attacked by a creature it can see, the golden moblin halves the damage it takes.

LEGENDARY ACTIONS

The golden moblin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The golden moblin regains spent legendary actions at the start of its turn.

Detect. The moblin makes a Wisdom (Perception) check.
Withdraw. The moblin uses the Disengage action, and moves up to half its speed.
Attack (Costs 2 Actions). The moblin moves up to half its speed and makes a melee weapon attack.

See Moblin (5e Creature).

This is a silver moblin with the golden monster template applied to it. Said to be blessed with the power of a deity, a golden moblin is among the rarest and strongest breeds in its expansive race.

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Source


See also

  • Moblin, the race to which this creature belongs
  • Big moblin, the subrace to which this creature belongs
  • Silver moblin, the second most revered form of moblin



Back to Main Page5e HomebrewCreatures
Back to Main Page5e HomebrewCampaign SettingsHyruleBestiaryMoblinBig Moblin

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