The Quadrumvirate

Large swarm of small humanoids (goblinoids), Commander, neutral evil


Armor Class
24 (Quadrumvirate Pieces [Helmet, Bracers, Boots])
Hit Points
450 (53d10+159)
Speed
50 ft.

STR DEX CON INT WIS CHA
22 (+6) 27 (+8) 16 (+3) 21 (+5) 19 (+4) 17 (+3)

Saving Throws
Str +12, Dex +14
Skills
Perception +10, Stealth +14
Damage Resistances
bludgeoning, piercing, slashing
Condition Immunities
charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses
darkvision 180 ft., passive Perception 20
Languages
Common, Goblin, Dwarvish, Celestial, Abyssal, Primordial
Challenge
20 (25,000 XP)
Proficiency Bonus
+6

Nimblest Escape. The Quadrumvirate can take the Disengage action as a free action at the end of each of their turns. When they do so, they can move up to 20 feet and can attempt to make the Hide action as a bonus action.

Three as One. As the Quadrumvirate takes damage, their members die. The first to die is the Fourth Goblin, the second to die is the Second Goblin, and the last to die is the First Goblin. These goblins die at certain HP thresholds, causing cumulative penalties according to the following table:

HP Remaining Goblins Remaining Effect
300 Second and First -2 AC, -3 Dexterity, -10 ft. speed. Quardumvirate no longer has goblin greatbow and Quadrumvirate Boots
150 First -2 AC, -3 Strength. Quadrumvirate no longer has ancient goblin shivs and Quadrumvirate Bracers

If there is at least one member of the Quadrumvirate still alive 24 hours after the others have died, the others regenerate.

Quadrumvirate Boots. The Quadrumvirate can take the Dash action as a bonus action. The Quadrumvirate and any allied goblinoids within 15 feet of them have advantage on Hide checks.

Quadrumvirate Bracers (3/Day). The Quadrumvirate can use a free action to grapple a creature that is Huge or smaller. That creature cannot resist being grappled but can escape. They can have up to three creatures grappled at the same time.

The Quadrumvirate and any allied goblinoids within 15 feet have advantage on attacks against non-goblinoids.

Quadrumvirate Helmet. The Quadrumvirate knows the exact location of all goblinoids within 1,000 feet. They can telepathically communicate with a goblinoid within range, or can broadcast their thoughts to all goblinoids within range. The goblinoids receiving their thoughts have no special means of replying to them. As a bonus action, the Quadrumvirate can command a goblin to take any of the following actions immediately: Attack, Dash, Dodge, or Hide.

Legendary Resistance (3/Day). If the Quadrumvirate fails a saving throw, they can choose to succeed instead.

Actions

Multiattack. The Quadrumvirate makes seven attacks, three with their ancient goblin shivs, two with their ancient goblin scimitar, and one with their goblin greatbow.

Ancient Goblin Shivs. Melee Weapon Attack: +14 to hit, reach 5ft., one target. Hit: 20 (5d4+8) piercing damage, plus 7 (3d4) poison damage.

Ancient Goblin Scimitar. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6+8) slashing damage, plus 7 (3d4) poison damage.

Goblin Greatbow. Ranged Weapon Attack: +14 to hit, range 120/300ft., one target. Hit: 19 (2d10+8) piercing damage, plus 10 (4d4) poison damage.

Quadrumvirate Villain Actions

These actions occur at the top of their designated round. These actions cannot be repeated.

Round 1: All Are Ours. From sacs attached to the grotesque, commingled bodies of the Quadrumvirate, 2d10 Goblings spawn. The Goblings act on the Quadrumvirate’s turn, including the one on which they are spawned.

Round 2: You Shall Bear Fruit. The Quadrumvirate chooses 2d4 allied goblinoids they can see. These goblinoids move up to 30 feet toward the enemy closest to them and make a melee weapon attack. Immediately after, these goblinoids die. All creatures adjacent to the dying goblinoids must make a DC 15 Dexterity saving throw or be knocked prone as 1d4 Goblings explode forth from the corpses. These Goblings act on their own grouped initative.

Round 4: The Ancient Ones. The Quadrumvirate brings all creatures within 200 feet of them into the Goblin Realm. All creatures remain in the same relative position they were to all other creatures in the Material Realm. The spot adjacent to where the Quadrumvirate appears contains a portal that returns to the Material Realm. This portal requires an action to activate.

Upon entering the Goblin Realm, and at the start of each round, all enemy non-goblinoid creatures must make a Charisma saving throw. The creature with the lowest roll is the Quadrumvirate’s sacrifice that round.

Upon being selected, that creature is teleported to an altar 30 feet behind the Quadrumvirate’s starting position and restrained by magical bonds. At the start of the Quadrumvirate’s turn, a True Goblin, whose only purpose is to wield this knife on sacrificial victims and does not have a turn outside of the Quadrumvirate’s turn, strikes the restrained creature with a ritual dagger, dealing 5 (2d4) piercing damage and 13 (2d12) necrotic damage. With deadly poison coursing through their veins, the target must make a DC 20 Constitution saving throw, taking 6 (1d12) poison damage at the end of each creature’s turn that round, or half as much as on a success. At the start of each new round, a new True Goblin wielding a ritual dagger appears, killing the old one if it is alive.

At the end of the round, the target is freed from their restraint and returned to their position before being teleported. Once a creature has been selected to be sacrficed at least once, they have advantage on future Charisma rolls against being selected.

While in the Goblin Realm, the Quadrumvirate spawns 1d4 Goblings each round adjacent to them. The Quadrumvirate regains 10 HP each round.

The Third Goblin

Small humanoid (goblinoid), neutral


Armor Class
16 (Quadrumvirate Chestplate)
Hit Points
152 (16d6+96)
Speed
30 ft.

STR DEX CON INT WIS CHA
20 (+5) 17 (+3) 22 (+6) 18 (+4) 19 (+4) 17 (+3)

Saving Throws
Dex +7, Con +10, Wis +8, Cha +7
Skills
Intimidation +7, Persuasion +7, Stealth +7
Damage Immunities
bludgeoning, piercing, slashing from nonmagical attacks
Senses
darkvision 60 ft., passive Perception 14
Languages
Common, Goblin, Dwarvish, Celestial, Abyssal, Primordial
Challenge
10 (5,900 XP)
Proficiency Bonus
+4

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

Quadrumvirate Chestplate. The Third Goblin cannot be targeted by spells and attacks from goblinoids.

Oath of the Third. The Third Goblin cannot attack non-evil creatures, unless attacked first.

Actions

Multiattack. The Third Goblin makes two attacks.

Ancient Goblin Hammer. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 19 (4d6+5) bludgeoning damage, plus 7 (3d4) poison damage.