Goblin Champion

Large humanoid (goblinoid), neutral evil


Armor Class
20 (warplate)
Hit Points
247 (26d10+104)
Speed
30 ft.

STR DEX CON INT WIS CHA
24 (+7) 14 (+2) 22 (+6) 13 (+1) 15 (+2) 14 (+2)

Saving Throws
Str +12, Con +11
Skills
Athletics +12, Intimidation +7
Damage Resistances
piercing, slashing
Condition Immunities
charmed, exhaustion, frightened
Senses
darkvision 60 ft., passive Perception 12
Languages
Common, Goblin
Challenge
16 (15,000 XP)
Proficiency Bonus
+5

Nimble Escape. The goblin champion can take the Disengage or Hide action as a bonus action on each of their turns.

Bone Headed. The goblin champion has advantage on the first skill check and or saving throw they make in a round.

You’re Next. The champion carries the skulls of defeated foes on their waist. As a bonus action, the champion can throw a skull at a target within 30 feet. The target takes 17 (4d4+7) bludgeoning damage and must make a DC 15 Charisma saving throw or become marked. While marked, the target becomes frightened of the champion, and the champion always deals maximum damage to them on hits. A marked target can repeat the saving throw at the end of each of their turns to remove the frightened condition. The champion can only have one target marked at a time.

Actions

Multiattack. The goblin champion makes three attacks with their greataxe.

Greataxe. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit: 26 (3d12+7) slashing damage. The target and up to two adjacent enemies must make a DC 20 Dexterity saving throw or be knocked prone.

Sweeping Blow (Recharge 4-6). The champion swings their greataxe in a 10-foot-radius, centered on them. Any other creature within the area must make a DC 20 Dexterity saving throw or take 20 (2d12+7) slashing damage and become Stunned until the end of their next turn.

Reactions

Don’t Bother Getting Up. When a creature adjacent to the champion attempts to stand from prone, the champion can step on their body to stop them from doing so. The creature must make an opposed Strength check with the champion. On a failure, they remain prone, cannot move this turn, and take 12 (2d4+7) bludgeoning damage from the crushing force of the champion’s massive legs.