Goblin Rouser (5e Creature)
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Small humanoid (goblinoid), neutral evil
Multiattack. The goblin makes two attacks.
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the goblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the goblin. A creature can benefit from only one Leadership die at a time. This effect ends if the goblin is incapacitated.
Rare is the goblin that survives more than a few battles, and rarer still is its veteran status acknowledged by other goblins. Those veterans command the respect of lesser goblins, who believe it possesses magic that aids in its survival. This view is not entirely inaccurate, as most such veterans study bardic magic to imbue their inferiors with the drive to fight on when faced with powerful foes. Other goblinoids view these veterans as helpful allies, as the harder the weak goblins fight, the fewer casualties the rest of the host suffers.