Golden Moblin (5e Creature)
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Large humanoid (moblin), chaotic evil
Saving Throws Dex +12, Con +13, Wis +7, Cha +7
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.
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.
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.
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.
Gleaming Dodge. When attacked by a creature it can see, the golden moblin halves the damage it takes.
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.
See Moblin (5e Creature).
- 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