Gobkin and Co

Lvl 2 large
M728
Savage.

Always crits when attacking a Grappled creature

Stampede.

If you move at least 4 spaces in a straight line, you can move through smaller creatures, pushing them aside and dealing 1d6 damage.

  • Rip Apart (2×)..

    On hit: Grappled (escape DC 10).

remixed from Worg
Lvl 2
M30
Gobkin: Haha, Missed Me!

Whenever an attack misses you or an ally within Reach 6, deal 1 psychic damage in return.

Devious Rascal.

When you attack a Distracted target in melee, you roll with advantage.

  • Bash.. OR:
  • Bolas. (Range 8).

    On hit: Restrained (escape DC 10)

M40
Gobkin: Haha, Missed Me!

Whenever an attack misses you or an ally within Reach 6, deal 1 psychic damage in return.

Devious Rascal.

When you attack a Distracted target in melee, you roll with advantage.

  • Smash.(Reach 2) .

    OR:

  • Twister.

    Attack ALL creatures within Reach 2 for 2d6+6 damage. You become Dazed.

remixed from Bugbear
Gobkin: Haha, Missed Me!

Whenever an attack misses you or an ally within Reach 6, deal 1 psychic damage in return.

Devious Rascal.

When you attack a Distracted target in melee, you roll with advantage.

Meat Shield.

Can force goblins to Interpose for him.

  • Bash..

    Then:

  • Get Them!

    Command 1 goblin to move up to their speed (or 2 goblins up to half their speed) for free.

remixed from Bugbear
Lvl 1/2
1016
  • Crunch..

    On damage: Slowed until the end of your next turn. OR:

  • Manic Laughter.

    1d6 psychic damage to an enemy who can hear you. On damage: Taunted.

Lvl 1/3
61012
Skirmisher.

After you land a hit, you may immediately move up to half your speed for free.

  • Ankle-Biter..

    On crit: Prone

Lvl 1 large
245
Gobkin: Haha, Missed Me!

Whenever an attack misses you or an ally within Reach 6, deal 1 psychic damage in return.

Considerable Volume.

Spaces you occupy are considered full cover for smaller allies.

  • Poke..

    OR:

  • Rollover.

    Move through smaller enemies in a Line a number of spaces up to 2x the number of allies adjacent to you. ALL creatures in your path must make a DEX save (DC 10) or take 2d6 damage and fall Prone.

Lvl 1/3 small
15
Gobkin: Haha, Missed Me!

Whenever an attack misses you or an ally within Reach 6, deal 1 psychic damage in return.

Skedaddle.

Can move 2 spaces for free after you become the target of an attack or negative effect (after damage, ignoring difficult terrain and opportunity attacks).

  • Stab. (or Shoot, Range 8).

    OR:

  • Over Here!

    (Reach 12) DC 10 INT save, or Taunted.

Lvl 1/4 small
Gobkin: Haha, Missed Me!

Whenever an attack misses you or an ally within Reach 6, deal 1 psychic damage in return.

  • Stab. (follows minion rules).
Lvl 1/2 small
15
Gobkin: Haha, Missed Me!

Whenever an attack misses you or an ally within Reach 6, deal 1 psychic damage in return.

Skedaddle.

Can move 2 spaces for free after you become the target of an attack or negative effect (after damage, ignoring difficult terrain and opportunity attacks).

Skedooddle.

Can move 2 spaces for free after making an attack.

  • You're Mine!

    Choose a creature you can see. It can’t be hidden from you, and your attacks against it gain advantage. Then:

  • Stab. (or Shoot, Range 8)
remixed from Goblin
Lvl 3
H30
Gobkin: Haha, Missed Me!

Whenever an attack misses you or an ally within Reach 6, deal 1 psychic damage in return.

Regimented.

Gain Advantage on all attacks while being adjacent to an ally.

  • Cleave..

    OR:

  • Javelin. (Range 8).
Gobkin: Haha, Missed Me!

Whenever an attack misses you or an ally within Reach 6, deal 1 psychic damage in return.

Regimented.

Gain Advantage on all attacks while being adjacent to an ally.

Stern Presence.

Goblins and Bugbears within Reach 4 have their attack die increase 1 size.

  • Cleave..

    Then:

  • Attack!

    Command a bugbear or up to 2 goblins to make an attack.

remixed from Hobgoblin
Gobkin: Haha, Missed Me!

Whenever an attack misses you or an ally within Reach 6, deal 1 psychic damage in return.

Regimented.

Gain Advantage on all attacks while being adjacent to an ally.

  • Sever..

    Can also damage a 2nd target within Reach. OR:

  • Crossbow. (Range 8).
remixed from Hobgoblin
Lvl 4
M45
Fearless.

You are immune to the Frightened condition.

  • Greatclub (2×)..

    On damage: Prone

Lvl 1/2 small
15
Gobkin: Haha, Missed Me!

Whenever an attack misses you or an ally within Reach 6, deal 1 psychic damage in return.

  • Stab. (or Shoot, Range 8).

    OR:

  • KABOOM!

    4d6 to ALL creatures within Reach 2. You immediately die.

remixed from Goblin
Level 4 Solo Huge Goblin Carrier Ogre
M135
STR+ INT-
Fearless.

You are immune to the Frightened condition.

HAHAHAHAHAHA!

Whenever an attack misses you, deal 6D6 psychic damage in return.

ACTIONS: After each hero’s turn, choose one:
  • Move & Smack.

    Move 6, attack for 1d8+4. On damage: Prone.

  • Goblin Launcher.

    (Range 8) 1d8+4. A goblin minion lands adjacent to the target.

BLOODIED:

At 65 HP, Urk’s damage increases to 1d12+4 but his HAHAHAHAHAHA! damage decreases to 4d6.

LAST STAND:

Urk is dying! 45 more damage and he dies. Until then, every time Urk attacks, 1d4 goblin minions land adjacent to him. Additionally, his HAHAHAHAHAHA! damage decreases to 2d6.

Lvl 1 large
1028
Savage.

Always crits when attacking a Grappled creature

  • Rip Apart (2×)..

    On hit: Grappled (escape DC 10).

Lvl 1/2 small
420
Fey Touched.

You take half damage from all magical effects, double from weapons made of metal.

Choose 1 (Radomly):
  • (1) Go-Again.(Range 4).

    An ally within Range can make an additional attack on their next turn.

  • (2) Chill Stab.(Range 12) .

    On hit: Slowed.

  • (3) Sparks.(Range 12) .

    On miss: you take the damage instead you instead.

  • (4) Cut Cut.(Range 12) .

    Crits are Vicious. Also damages up to 1 adjacent target.

  • (5) Hit-For-Sure.(Reach 2).

    Give an ally advantage on the next attack they make (until the end of their next turn).

  • (6) Booby-Puller.(Range 8) .

    Ignores armor. On hit: target moves 2 spaces closer to you.

Lvl 6 small
6845
Fey Touched.

You take half damage from all magical effects, double from weapons made of metal.

Now You See Me...

(1/round) When you would be attacked. Choose another creature within Range 8 to swap places with you on a failed WIL save (DC 13), they are attacked instead.

Now You Don't!

Whenever you teleport you become Invisible until you take damage.

Choose 1 (Radomly):
  • (1) BUUURN!

    Others within Reach 3 take 2d20+10 damage on a failed DEX save (DC 13). Half damage on save.

  • (2) Icy-Spiky.

    Chose 5 contiguous spaces within Reach 12; for up to 1 minute, this area is difficult terrain and creatures suffer 2d6 damage for each space they touch.

  • (3) Fidgety-Fizzing.

    Up to 1 minute. An ally you touch gains the Charged condition, can make an additonal attack each turn and doubles their speed.

  • (4) Blast Off!(Range 12) .

    Enemies within a 5×5 area must repeat a STR save (13) until they succeed. Each time they fail they go up 2 spaces.

  • (5) No-Dying Trick.(Reach 8).

    Bring an ally that died in this encounter back to life up to half their original HP. Alternatively, heal an ally for 20 HP.

  • (6) Blood Drainer.(Reach 8).

    Other damaged creatures must make a WILL save (DC 13) or take 3d20 damage, half on save. Bloodied creatures roll with disadvantage.

remixed from Wyrdling
Lvl 3 small
4630
Fey Touched.

You take half damage from all magical effects, double from weapons made of metal.

Now You See Me...

(1/round) When you would be attacked. Choose another creature within Range 8 to swap places with you on a failed WIL save (DC 10), they are attacked instead.

Choose 1 (Radomly):
  • (1) Stab-Go-Stabber.

    Up to 1 minute, an ally's weapon you touch now deals +5 damage.

  • (2) Cold Nap.

    On a failed STR save (DC 10), creatures in a 2×2 area within Reach 12 become Incapacitated until they get hit or are woken up by an ally. They are Dazed instead on a success.

  • (3) Zippy-Zapper.(Range 12) .

    Also damages the next closest creature to your target. On miss: the lightning fails to find ground and strikes you instead.

  • (4) Windy Bumper.(Range 12) .

    On hit: move a Medium target 4 spaces away (double if smaller, half if bigger). Forced movement deals +5 damage instead for each die you would roll.

  • (5) Feel-Good Juice.(Reach 4).

    Heal an ally within for 10 HP.

  • (6) Splitting Spook.

    Summon a 2d12 minion adjacent to you. When it dies, it explodes into 2 1d12 minions.

remixed from Wyrdling