SanityWithIn
Can't be knocked prone or forcefully moved.
Advantage on attacks while bloodied.
- •Arc Lightning.
(Range: 12) 3d8+8. On hit: Also damages the next closest creature to your target. On miss: The lightning strikes you instead.
- •Blessing of the Great Goat.
A bloodied ally gains Heavy Armor and +1 size category.
Can't be knocked prone or forcefully moved.
Advantage on attacks while bloodied.
- •Ram.
1d6+3. On damage: Knockback Primary Die spaces.
- •Claws (2x).
1d6+3. On crit: Blinded 1 round.
Falls Prone when missing with an attack.
- •Belch.
2d6 poison damage. On hit: Drunk. Recharge Alefire.
- •Alefire (0 Uses).
(Cone: 4) 2d6+10, or DC 13 DEX save for half.
Heavy armor against Opportunity Attacks.
- •Hook.
2d4+10. On damage: Prone.
- •Kick to the Ribs.
(prone target) d44.

Does not provoke Opportunity attacks.
Force an adjacent ally to interpose for you (1/round).
- •Command.
Command an ally to move up to 6 and attack. Then:
- •Stab.
1d6+3 (or shoot, Range 8). On crit: Other goblins are Reckless for 1 round.
Increase the die size of your attacks every time a target accepts your offer (up to d20).
When hit: Turn invisible until you attack.
- •Hellfire Bolt.
(Ranged: 10) 4d8+10 (can't be interposed). Then:
- •I offer you Respite!
Offer to attack someone else.

The first time in a turn a creature enters your reach they are hit by a Flurry of Flails.
- Flurry of Flails.
(all adjacent creatures) 2d8.

The first time you die, reset to 1 HP instead. At the end of your next turn die.
- •Heavy Net.
(Reach 2) 1d6. On hit: Grappled. Then:
- •Trident.
(Reach 2) 1d6v+2.

The first enemy that attacks you in melee takes 10 Fire damage and is knocked back 6 spaces.
- Runic Hammer of Giant Impact.
1d4+20. On Crit: Knockback 6 spaces.

Sacrifice an allied minion or 10HP to gain advantage on attacks this turn.
When all your minions have died: Ascend into your Fiendish Form.
- •Noxious Bolt.
(Ranged: 6) 2d6+10 On Crit: Dazed.
- •Touch of Decay.
(Only in fiendish form) d66 necrotic.

You and target enemy are bound by chains of fire. You deal double damage to each other.
- •Dancing Blade (2x).
(Reach: 4) 2d8+5.
- •Pyroclasm.
(Reach: 4, while bloodied) Others within reach take 2d20+10 fire damage (ignoring armor) or half on a DC 15 DEX save.

When hit by a single target spell: Redirect it to the nearest creature.
- (3x) Magic Missile.
1d6 (can't miss, can't crit).