Night Goblin Fanatic (5e Creature)
Night Goblin Fanatic[edit]
Small humanoid (goblinoid), neutral evil Armor Class 15 (leather armor, shield)
Skills Stealth +6 Brute. A melee weapon deals one extra die of its damage when the goblin hits with it (included in the attack). Reckless. At the start of its turn, the goblin can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. Sunlight Sensitivity. While in sunlight, the goblin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ACTIONSMultiattack. The goblin makes two attacks. Ball and Chain. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 13 (3d6 + 3) bludgeoning damage. BONUS ACTIONSNimble Maneuver. The goblin takes the Dash action or Disengage action action. REACTIONSSwirling Rampage (1/Day). When the goblin is reduced to half its maximum hit points or fewer, it moves up to twice its speed and then makes one ball and chain attack against each creature within 10 feet of it as it moves. A creature hit by the attack must succeed on a DC 13 Strength saving throw or be knocked prone. |
Night goblin fanatics are those crazy night goblin warriors who have foolishly drunk deep from a mug of the rare and deadly Madcap mushroom beer, turning the night goblin into a crazed maniac who swirls around the battlefield as unpredictable shock infantry equipped with massive flails. |
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