Night Goblin Fanatic (5e Creature)

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Night Goblin Fanatic[edit]

Small humanoid (goblinoid), neutral evil


Armor Class 15 (leather armor, shield)
Hit Points 13 (2d6 + 6)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 10 (+0) 8 (-1) 8 (-1)

Skills Stealth +6
Proficiency Bonus +2
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 9
Languages Common, Goblin
Challenge 1/2 (100 XP)


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.

ACTIONS

Multiattack. 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 ACTIONS

Nimble Maneuver. The goblin takes the Dash action or Disengage action action.

REACTIONS

Swirling 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.
When used against the enemy, the night goblin fanatic is held down by his mates until an enemy unit approaches close enough for them to launch their attack. At this time, the mob hands the fanatic the end of a massive chain and chucks him in the direction of the enemy. Free at last, the deranged night goblin would spin crazily. After the initial shove, the fanatic has no directional control and will recklessly plough through anything, including both enemy troops or even his own regiment. Eventually, however, a fanatic will stumble, throttle himself with his chain or simply collapse, dying in a maniacal and convulsive fit. Extremely few have ever survived their experience as a fanatic, and through it all, those fanatics that have met their ends bear a look of self-satisfaction upon their tongue-lolling face.

4.00
(one vote)

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