The Boss

Medium humanoid (goblinoid), Commander, neutral evil


Armor Class
19 (natural armor)
Hit Points
178 (21d8+84)
Speed
30 ft.

STR DEX CON INT WIS CHA
20 (+5) 13 (+1) 18 (+4) 13 (+1) 18 (+4) 18 (+4)

Skills
Insight +9, Intimidation +9, Stealth +6
Condition Immunities
poisoned
Damage Resistances
fire, bludgeoning, piercing, slashing
Damage Immunities
lightning
Senses
darkvision 60 ft., passive Perception 14
Languages
Common, Goblin
Challenge
13 (10,000 XP)
Proficiency Bonus
+5

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

Torturous Magnetism. The boss may use a bonus action to push or pull a creature within 60 feet of them by 10 feet in a straight line. The boss may choose to apply crushing magnetic force to the creature, forcing them to make a DC 18 Constitution saving throw. On a failed save, the creature takes 2d8 force damage.

Goggled. The boss can not be blinded by bright lights.

Mechanical Leg Supports. The boss ignores difficult terrain.

Battery Pack. The boss carries a large battery pack, which powers tooling, weapons, and equipment. When the boss takes damage, the battery pack bleeds battery acid in the space where the boss is standing. This battery acid creates difficult terrain where it falls, and if any flame comes in contact with it, it combusts. This combustion deals 4d6 fire damage to any creature standing in the space. After a combustion, the battery acid dissolves and the space is no longer combustible.

Actions

Multiattack. The boss makes three melee attacks.

Cathode. Melee Weapon Attack +10 to hit, reach 5ft., one target. Hit: 19 (4d6+5) piercing damage plus 10 (4d4) lightning damage. The boss gains temporary hit points equal to the amount of lightning damage dealt.

Anode. Melee Weapon Attack +10 to hit, reach 5ft., one target. Hit: 19 (4d6+5) piercing damage plus 10 (4d4) lightning damage. The boss may expend any number of temporary hit points and add them to the lightning damage dealt.

Legendary Actions

The boss can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The boss regains spent legendary actions at the start of their turn.

Attack. The boss makes one melee weapon attack.

Light the Match. The boss lights a match on fire and throws it into an open space within 15 feet. This ability can be used to ignite combustible ground.

Collapse the Field (Costs 2 Actions). The boss can call down a lightning strike in any space within 120 feet. A creature struck directly by the lightning must make a DC 17 Constitution saving throw. The creature takes 6d8 lightning damage on a failed save, or half as much damage on a successful one. All creatures within a 20 foot radius of the lightning strike must make a DC 18 Constitution saving throw. On a failed save, a creature is pulled 5 feet closer to the strike’s origin unless they are unable to do so because of an obstruction, such as another creature, a wall, or terrain.

Battery Pack Overload (Costs 3 Actions). The boss can rig the Battery Pack to overload, causing battery acid to spray everywhere. All creatures within a 30 foot radius of the boss must make a DC 15 Dexterity saving throw. All creatures who failed the save take 4d6 acid damage, or half as much on a successful save. All ground within range becomes difficult terrain and is combustible. Combustible ground that comes in contact with fire deals 4d6 fire damage to any creature standing in the same space. After the combustion, the battery acid dissolves and the space is no longer combustible.