Goblin Siegemaster

Small humanoid (goblinoid), Commander, neutral evil


Armor Class
16 (breastplate)
Hit Points
93 (17d6+34)
Speed
30 ft.

STR DEX CON INT WIS CHA
9 (-1) 15 (+2) 14 (+2) 12 (+1) 18 (+4) 18 (+4)

Skills
Persuasion +7, Stealth +5
Senses
darkvision 60 ft., passive Perception 14
Languages
Common, Goblin
Challenge
5 (1,800 XP)
Proficiency Bonus
+3

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

Master of the Siege. The siegemaster can use a bonus action to grant an allied goblinoid within 30 feet advantage to hit and 11 (2d10) additional damage on the next attack they make against an object.

Actions

Multiattack. The goblin siegemaster makes two attacks with their scimitar, or one with their goblin heavy crossbow.

Scimitar. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 9 (2d6+2) slashing damage.

Goblin Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 90/320 ft., one target. Hit: 11 (2d8+2) piercing damage plus 5 (2d4) poison damage.

Battle Standard (1/Day). The siegemaster plants a huge battle standard in a space adjacent to them. The standard is an object with 12 AC and 25 hit points and is treated as an allied goblinoid with the Commander instinct. For all bonus actions and reactions that the siegemaster may take that have an associated range, the siegemaster may also use the ability on a target within the same range of the battle standard, no matter the distance between the siegemaster and the battle standard itself.

Reactions

Beat The Odds. When an allied goblinoid within 30 feet fails a saving throw, the siegemaster inspires them, allowing them to attempt the roll again.

Redirect Attack. When the siegemaster is targeted by an attack from a creature they can see, the siegemaster can choose an adjacent allied goblinoid to become the target of the attack instead.

I Need Backup! (1/Day). When an enemy hits the goblin siegemaster with a melee weapon attack, the siegemaster can call for aid from 2d2 Goblins, which appear in spaces as close as possible to the siegemaster. The siegemaster may then swap places with one of them.