Page 142 - Monster Manual Expanded III Dragonix
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Goblin Ganglord Goblin Instructor of Khurgorbaeyag
The ruthless ganglord rules its underlings through fear and often Khurgorbaeyag the Overseer is the goblin deity of oppression,
commits violent acts to keep its minions in line to remind them tyranny, and order. His favored high priests are called Instructors
not to betray, fail, or challenge it. The ganglord will mercilessly and are charged with teaching high ranking goblinoids about the
torture victims in front of its top goblinoid lieutenants to intimidate importance of goblinoid social castes and benefits of slavery over
them and spread fear. murder. They also know efficient torture techniques that would
The ganglord operates within close vicinity of a civilized extract the most information without killing the victim. They are
humanoid settlement, often basing its activities in a nearby also called to discipline unruly goblinoids. These instructors
cavern, ruins, sewer system, or underground complex. It relies on wielded whips, which also served as their holy symbols.
intimidation, thuggery, murder, and mischief to earn.
Goblin Battle Lord of Maglubiyet
Goblin Ganglord
Small humanoid (goblinoid), neutral evil
Small humanoid (goblinoid), neutral evil
Armor Class 15 (breastplate)
Hit Points 77 (14d6 + 28) Armor Class 16 (studded leather, shield)
Speed 30 ft. Hit Points 60 (11d6 + 22)
Speed 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 14 (+2) 10 (+0) 12 (+1) 14 (+2) STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 14 (+2) 10 (+0) 10 (+0) 14 (+2)
Saving Throws Str +5, Con +5
Skills Animal Handling +4, Intimidation +5, Stealth +7 Skills Deception +4, Stealth +6
Senses darkvision 60 ft., passive Perception 11 Senses darkvision 60 ft., passive Perception 10
Languages Goblin Languages Goblin
Challenge 5 (1,800 XP) Proficiency Bonus +3 Challenge 3 (700 XP) Proficiency Bonus +2
Legendary Resistance (1/Day). If the goblin fails a saving throw, it Actions
can choose to succeed instead.
Multiattack. The goblin uses Command Flanking Maneuver, if
Actions available. It then makes two Scimitar attacks.
Multiattack. The goblin uses Battle Orders. It then makes two Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Battleaxe attacks. Hit: 5 (1d6 + 2) slashing damage. The attack deals an extra 3 (1d6)
Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. damage if the goblin has advantage on the attack roll.
Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
if used with two hands. If the target is a creature, the next attack range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. The
against it by an ally has advantage until the start of the goblin's next attack deals an extra 3 (1d6) damage if the goblin has advantage on
turn. the attack roll.
Battle Orders. The goblin targets up to three allied goblins it can Command Flanking Maneuver (Recharge 5-6). The goblin targets
see within 30 feet of it. If the target can see or hear the goblin, up to three allies it can see within 60 feet of it. If the target can see
the target's next attack roll, ability check, and saving throw has or hear the goblin, the target can use its reaction to move up to half
advantage until the start of the goblin's next turn. its speed. The target's next attack has advantage until the start of
the goblin's next turn.
Innate Spellcasting. The goblin's innate spellcasting ability is
Bonus Actions
Charisma (spell save DC 13). It can innately cast the following spells,
requiring no material components:
Nimble Escape. The goblin takes the Disengage or Hide action.
3/day each: burning hands (4d6), fire bolt (2d10)
Legendary Actions
1/day: haste (self only)
Bonus Actions The goblin can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and
Battle Tactics. The goblin targets one ally it can see within 30 feet
only at the end of another creature's turn. The goblin regains spent
of it. If the target can see or hear the goblin, the target can use its
legendary actions at the start of its turn.
reaction to make one melee attack, move up to its speed, move up
to half its speed without provoking opportunity attacks, or take the Move. The goblin moves up to half its speed without provoking
Dodge or Hide action. opportunity attacks.
Intimidate Foe. The goblin targets one creature it can see within 30
Nimble Escape. The goblin takes the Disengage or Hide action.
feet of it. If the target can see and hear the goblin, it must make a
Legendary Actions DC 12 Wisdom saving throw or become frightened of the goblin
until the end of the goblin's next turn.
The goblin can take 3 legendary actions, choosing from the options Attack (Costs 2 Actions). The goblin makes a melee or ranged
below. Only one legendary action option can be used at a time and attack.
only at the end of another creature's turn. The goblin regains spent
legendary actions at the start of its turn. Reactions
Charge. The goblin moves up its speed. Redirect Attack. When a creature the goblin can see targets it with
Battleaxe. The goblin attacks with its Battleaxe. an attack, the goblin chooses another goblin within 5 feet of it. The
Flames of Maglubiyet (Costs 2 Actions). The goblin casts burning two goblins swap places, and the chosen goblin becomes the target
hands or fire bolt, if available. instead.
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Bestiary

