Goblin Entrancer

Small humanoid (goblinoid), chaotic evil


Armor Class
15 (mage armor)
Hit Points
87 (25d6)
Speed
30 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 12 (+1) 16 (+3) 19 (+4)

Skills
Deception +7, Intimidation +7
Damage Resistances
necrotic
Condition Immunities
charmed, frightened
Senses
blindsight 120 ft., passive Perception 10
Languages
Common, Goblin, Abyssal
Challenge
8 (3,900 XP)
Proficiency Bonus
+3

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

The Black Obelisk. At the start of the first round of combat that the goblin entrancer is not surprised, if there is not already a Shriek within 300 feet, one erupts from a spot within 30 feet of the goblin entrancer.

Overwhelming Self. The goblin entrancer has advantage on all Wisdom and Charisma saving throws.

You Wouldn’t Hit Me, Would You? The very sight and sound of the entrancer disarms and dismays attackers. When a creature within 30 feet that can see or hear the entrancer attempts to make an attack against the entrancer, they must first make a DC 14 Wisdom saving throw. On a failure, they take 6 (2d6) psychic damage and have disadvantage on the attack. On a success, they take half that much psychic damage.

One is the Loneliest Number. If the goblin entrancer is within 300 feet of the nearest Shriek and there are no other Goblins of the Last Squeal in the same area, the entrancer may use a bonus action to sacrifice 10 HP and adds 20 soul fragments to the nearest Shriek’s Basin of Souls.

Actions

Multiattack. The goblin entrancer makes one attack with their cursed stopwatch and one with cursed whispers.

Cursed Stopwatch. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 8 (1d8+1) bludgeoning damage and 4 (1d8) necrotic damage. The target must make a DC 14 Wisdom saving throw with advantage or become Hypnoticursed. Only one creature can be Hypnoticursed at a time.

Cursed Whispers. Ranged Spell Attack: +7 to hit, range 15/60., WIP

Mass Hypnosis. The entrancer chooses a creature within 30 feet of them to be a conduit for hypnosis. The chosen creature and all enemy creatures within 10 feet of them must make a DC 15 Charisma saving throw. On a failure, they become charmed by the entrancer and become deafened to all sounds except for the entrancer’s voice. This effect lasts until the end of a creature’s next turn.

Trust Not What You See. All enemy creatures within 30 feet of the entrancer and within 30 feet of the nearest Shriek within 300 feet must make a DC 13 Wisdom saving throw. On a failure, the entrancer and all allied goblinoids within 30 feet of the entrancer and within 30 feet of the nearest Shriek become invisible to the creature until the end of the creature’s next turn.