Goblin Executioner

Small humanoid (goblinoid), neutral evil


Armor Class
17 (chain shirt)
Hit Points
188 (29d6+87)
Speed
30 ft.

STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 16 (+3) 10 (0) 15 (+2) 8 (-1)

Skills
Stealth +8, Perception +6
Senses
darkvision 60 ft., passive Perception 16
Languages
Common, Goblin
Challenge
10 (5,900 XP)
Proficiency Bonus
+4

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

I’ll Just Finish ‘Em, Nice N’ Easy. If rolling max damage on a melee attack would reduce a creature to 0 HP, the executioner automatically does max damage.

Easier If Ya’ Jus’ Die. Any creature within 10 feet of the goblin executioner has disadvantage on Death saving throws.

Accustomed to the Heft. The goblin executioner does not have disadvantage when attacking with Heavy weapons.

Actions

Multiattack. The goblin executioner makes three melee weapon attacks with their gigantic axe.

Gigantic Axe. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 11 (1d12+5) slashing damage plus 8 (1d6+5) bludgeoning damage.

Spin Me Righ’ Roun’ (Recharge 3-6). The goblin executioner swings their axe in a 10-foot-cone, originating from themself. Each creature in that area must make a DC 17 Dexterity saving throw, taking 18 (2d12+5) slashing damage plus 12 (2d6+5) bludgeoning damage on a failed save or half as much damage on a successful one.

Severed Head (3/Day). Ranged Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: 11 (3d4+4) bludgeoning damage. On a hit, the target must make a DC 17 Wisdom saving throw or become frightened of the executioner until the end of their next turn.