Gobfried the Bladedancer

Small humanoid (goblinoid), neutral evil


Armor Class
19 (Armor of the Bladedancer)
Hit Points
232 (31d6+124)
Speed
45 ft.

STR DEX CON INT WIS CHA
22 (+6) 24 (+7) 18 (+4) 12 (+1) 16 (+3) 14 (+2)

Saving Throws
Dex +13, Str +12
Skills
Acrobatics +13, Athletics +12, Perception +9, Stealth +13
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical attacks (from Armor of the Bladedancer)
Condition Immunities
exhausted; grappled, restrained (from Armor of the Bladedancer)
Senses
darkvision 60 ft., passive Perception 19
Languages
Common, Goblin
Challenge
17 (18,000 XP)
Proficiency Bonus
+6

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

Superior Critical. Gobfried’s weapon attacks score a critical hit on a roll of 18-20.

Gobfriend. Gobfried gives advantage to hit with melee weapon attacks to all adjacent allied goblinoids.

Overwhelming Opponent. If Gobfried uses all of their attacks against the same target on a turn, that target’s AC is reduced by 1 after the final attack. This AC penalty accumulates turn after turn, so long as Gobfried continues to use all of their attacks against the same target each turn.

Flow State. While fighting, Gobfried becomes one with the flow of trading blows, entranced by the art of combat. Gobfried starts combat with 0 Flow out of a maximum of 5, which is gained and lost through the following:

Limber. Gain 1 Flow at the start of each turn while above half HP.

Deft Blow. Gain 1 Flow when scoring a critical hit with a melee weapon attack.

Dancing. Gain 3 Flow when hitting with two subsequent attacks on a single target, and then another two subsequent attacks on a different target.

Need to Focus. Lose 1 Flow when missing two subsequent attacks.

Numb the Pain. Lose 1 Flow when taking damage from a critical hit.

Losing Touch. Lose 1 Flow at the end of a turn if Gobfried has not dealt damage or been the target of an attack.

The Sing of Swinging Swords. At any point during a round, Gobfried may make certain actions at the cost of Flow. Gobfried may:

– Spend 1 Flow to make a single weapon attack.

– Spend 1 Flow to Dash.

– Spend 3 Flow to stun a creature until the end of the target’s next turn.

– Spend 5 Flow at the end of any turn to take another turn immediately.

Actions

Multiattack. Gobfried makes two attacks with ‘Til Dawn, and two attacks with ‘Til Dusk.

‘Til Dusk. Melee Weapon Attack: +13 to hit, reach 5ft., one target. Hit: 28 (6d6+7) slashing damage.

‘Til Dawn. Melee Weapon Attack: +13 to hit, reach 5ft., one target. Hit: 25 (4d8+7) piercing damage.

Whirlwind (Recharge 4-6). All creatures adjacent to Gobfried must make a DC 21 Dexterity saving throw, twice. For each failure, a target takes 28 (6d6+7) slashing damage and has disadvantage on the first attack of their next turn.

Reactions

Level the Playing Field. If there are two or more enemies adjacent to Gobfried when Gobfried is hit by a melee weapon attack, Gobfried may attempt to disarm the attacker. The attacker must make a DC 21 Strength or Dexterity saving throw or have their weapon knocked to the ground. The attacker has advantage on the saving throw if their weapon is two-handed.