Goblin Troubadour

Small humanoid (goblinoid), neutral evil


Armor Class
13 (leather armor)
Hit Points
24 (7d6)
Speed
30 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (0) 10 (0) 11 (0) 14 (+2)

Skills
Performance +6, Stealth +4
Condition Immunities
charmed
Senses
darkvision 60 ft., passive Perception 10
Languages
Common, Goblin
Challenge
2 (450 XP)
Proficiency Bonus
+2

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

Musical Affinity. Goblin troubadours have affinities with many different kinds of instruments, which impact other goblins in different ways. Choose one from the following:

Drummer. Drummers are known for helping groups of goblins march at a steady pace. All allied goblinoids within 120 feet of a goblin troubadour drummer increase their movement speed by 20ft when the troubadour uses Play Music.

Lung-Pipes. Lung-pipers inspire their fellow goblins to be more brutal than they usually are. All allied goblinoids within 120 feet of a goblin troubadour lung-piper gain +2 to hit when the troubadour uses Play Music.

Balalaika. Balalaikists play melodies that remind nearby goblins of home. All allied goblinoids within 120 feet of a goblin troubadour balalakist gain advantage on any Strength, Constitution, Wisdom, or Charisma saving throws when the troubadour uses Play Music.

Actions

Rapier. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d6+2) piercing damage.

Goblin Bow. Ranged Weapon Attack: +4 to hit, range 90/270 ft., one target. Hit: 4 (1d4+2) piercing damage plus 2 (1d4) poison damage.

Play Music. The goblin troubadour plays their instrument and triggers the effects of their chosen musical affinity, which lasts until the start of the troubadour’s next turn. The troubadour must be holding their instrument, which occupies both hands, in order to perform this action.