Goblin Rouser (5e Creature)

Goblin Rouser

Small humanoid (goblinoid), neutral evil


Armor Class 16 (studded leather, shield)
Hit Points 14 (4d6)
Speed 30 ft.


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

Skills Stealth +6
Senses darkvision 60 ft., passive Perception 9
Languages Common, Goblin
Challenge 1/2 (100 XP)


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

Spellcasting. The goblin is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12). The goblin has the following bard spells prepared:

Cantrips (at will): minor illusion, prestidigitation, vicious mockery
1st level (4 slots): bane, cure wounds, disguise self, healing word, heroism
2nd level (3 slots): enhance ability, suggestion

ACTIONS

Multiattack. The goblin makes two attacks.

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

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the goblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the goblin. A creature can benefit from only one Leadership die at a time. This effect ends if the goblin is incapacitated.


Rare is the goblin that survives more than a few battles, and rarer still is its veteran status acknowledged by other goblins. Those veterans command the respect of lesser goblins, who believe it possesses magic that aids in its survival. This view is not entirely inaccurate, as most such veterans study bardic magic to imbue their inferiors with the drive to fight on when faced with powerful foes. Other goblinoids view these veterans as helpful allies, as the harder the weak goblins fight, the fewer casualties the rest of the host suffers.


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