Goblin Chieftain

Small humanoid (goblinoid), Commander, neutral evil


Armor Class
17 (hide armor)
Hit Points
187 (22d6+110)
Speed
35 ft.

STR DEX CON INT WIS CHA
22 (+6) 20 (+5) 21 (+5) 10 (0) 13 (+1) 10 (0)

Saving Throws
Strength +10, Dexterity +9, Constitution +10
Skills
Athletics +10, Stealth +9
Senses
darkvision 60 ft., passive Perception 11
Languages
Common, Goblin
Challenge
11 (7,200 XP)
Proficiency Bonus
+4

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

Rampage (2/Day). The goblin chieftain can reach within themself to achieve epic feats of strength and violence. While Rampaging, the chieftain has the following:

– Advantage on melee weapon attacks. This cannot be be negated with disadvantage.

– Resistance to bludgeoning, piercing, slashing damage from nonmagical attacks.

– Immunity to being charmed, exhausted, or frightened.

– When taking the attack action with their greataxe, they may also use their headsmash attack.

– An additional +3 damage when making a melee weapon attack.

– Gains 1d6 HP when dealing damage.

– Speed increases by 15 ft.

Allied goblinoids that are within 30 feet of the chieftain when the chieftain begins their Rampage gain one of the above effects until the chieftain’s Rampage ends. The effect is the same for all allied goblinoids within the area.

A Rampage lasts for 3 rounds. The chieftain cannot Rampage again until the end of their next turn, and only if they have taken additional damage.

Actions

Multiattack. The goblin chieftain makes two melee weapon attacks with their greataxe.

Greataxe. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 12 (1d12+6) slashing damage.

Headsmash. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 9 (1d6+6) bludgeoning damage. The target must make a DC 18 Strength saving throw or be knocked prone.

Battlecry of Ones Before (1/Day). The chieftain lets out a scream that curdles the blood of enemies, shatters eardrums, and invigorates their kin. All enemy creatures within 90 feet must make a DC 16 Constitution saving throw. On a failure, they are frightened of the chieftain until the end of their next turn and take 21 (6d4) psychic damage. On a success, they take half as much damage and aren’t frightened. For the chieftain’s next two turns, they may use a bonus action to continue the call. Any allied goblinoids within range gain +5 to their initiative while the call continues.