Goblin Warmage (5e Creature)

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Goblin Warmage[edit]

Small humanoid (goblinoid), neutral evil


Armor Class 16 (studded leather, shield)
Hit Points 40 (9d6 + 9)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 12 (+1) 11 (+0) 17 (+3)

Saving Throws Dex +4, Con +3, Wis +2
Skills Insight +2, Stealth +6
Proficiency Bonus +2
Damage Resistances necrotic
Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin
Challenge 2 (450 XP)


Innate Spellcasting. The goblin's spellcasting ability is Charisma (spell save DC 13). The goblin can innately cast the following spells, requiring no material components:

At will: darkness, invisibility
3/day each: blindness/deafness, silence

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

Spellcasting. The goblin is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The goblin knows the following sorcerer spells:

Cantrips (at will): acid splash, fire bolt, mage hand, minor illusion, prestidigitation
1st level (4 slots): charm person, magic missile, shield
2nd level (3 slots): misty step, suggestion

ACTIONS

Multiattack. The goblin makes two melee attacks.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 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. The effect ends if the goblin is incapacitated.

BONUS ACTIONS

Nimble Escape. The goblin takes the Disengage or Hide action.


Cunning and cruel, the goblin warmages caper and cackle as they dart through the ranks of their enemies. These goblins invoke dark powers and draw magic from cabalistic rituals and sacrifices.

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