Goblin Warlord
Armor Class: 17
Hit Points: 105
Speed: 30 ft.
Saving Throws: dexterity, constitution, wisdom
Skills: Deception +5, Intimidation +5, Perception +4, Stealth +6
Condition Immunities: Frightened
Senses: darkvision 60 ft., passive Perception 14
Languages: Common, Goblin
Challenge: 6 (2,300 XP)
STR 16 (+3)
DEX 16 (+3)
CON 16 (+3)
INT 14 (+2)
WIS 12 (+1)
CHA 15 (+2)
Traits
- Nimble Escape. The warlord can take the Disengage or Hide action as a bonus action on each of its turns.
- Warlord's Command. Allied goblinoids within 30 feet of the warlord that can see or hear it have advantage on saving throws against being frightened or charmed, and deal an extra 3 (1d6) damage on melee attacks against any creature the warlord has attacked this round.
- Claim the Crown. The first time the warlord reduces a creature to 0 hit points in a combat, every goblinoid ally within 60 feet that can see it gains 10 temporary hit points and may immediately move up to half its speed as a reaction.
Actions
- Multiattack. The warlord makes two Crownspike Glaive attacks and one Hooked Javelin attack.
- Crownspike Glaive. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 2d10 + 3 slashing damage. A looted polearm with a crown-shaped crossguard, notched once for every chieftain the warlord has replaced. If the target is a creature that has not yet acted this combat, this attack scores a critical hit on a roll of 19 or 20.
- Hooked Javelin. Ranged Weapon Attack: +6 to hit, range 30 ft., one target. Hit: 2d6 + 3 piercing damage. Thrown with a long range of 120 feet. On a hit against a Medium or smaller creature, the barbed head lodges in armour or hide: the target has its speed reduced by 10 feet until it or an ally within 5 feet uses an action to pull the javelin free.
- Warhorn Blast (Recharge 5-6). The target must succeed on a DC 13 Wisdom saving throw, taking no damage on a successful one. The warlord sounds a long note on a battered tin horn. Every goblinoid within 60 feet that can hear it may immediately move up to its speed toward a creature the warlord can see, and has advantage on its next attack roll this turn. Each non-goblinoid creature within 60 feet must make the save or be frightened of the warlord until the end of its next turn.
Bonus Actions
- Nimble Escape. The warlord takes the Disengage or Hide action.
- Break Them. The warlord points out one creature it can see within 60 feet. Until the start of the warlord's next turn, the first goblinoid ally to hit that creature with an attack deals an extra 7 (2d6) damage.
Reactions
- Shield Wall. The warlord drags the ally into the blow. The ally takes the damage instead, and the warlord may move 5 feet without provoking opportunity attacks.
- Answer the Horn. The warlord bellows an order over the body. One other goblinoid ally within 30 feet that can hear the warlord may immediately make one weapon attack as a reaction.