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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
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