Night Goblin Fanatic (5e Creature)

Night Goblin Fanatic

Small humanoid (goblinoid), neutral evil


Armor Class 15 (leather armor, shield)
Hit Points 15 (2d8 + 6)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 10 (+0) 8 (-1) 8 (-1)

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


Brute. a melee weapon deals an extra die of damage when the goblin hits with it.

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

Reckless. At the start of its turn, the goblin can gain advantage on all melee attacks during that turn, but attack rolls against it have advantage until the start of its next turn.

Sunlight Sensitivity. While in sunlight, the goblin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

ACTIONS

Multiattack. The goblin makes two flail attacks.

Flail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 3) bludgeoning damage.

REACTIONS

Swirling Rampage (1/Day). When the goblin is reduced to half its maximum hit points or fewer, it moves up to twice its speed and then makes one flail attack against any creature within 10 feet of it as it moves. A creature hit by the attack must succeed on a DC 13 Strenght check or it Is knocked prone.

Night goblin fanatics are those crazy night goblin warriors whom have foolishly drunk deep from a mug of the rare and deadly Mad Cap Mushroom beer, turning the night goblin into a crazed maniac who swirls around the battlefield as unpredictable shock infantry equipped with massive flails.

When used against the enemy, the night goblin fanatic is held down by his mates until an enemy unit approach close enough for them to launch their attack. At this time, the mob hands the fanatic the end of a massive chain and chucks him in the direction of the enemy. Free at last, the deranged night goblin would spin crazily. After the initial shove, the fanatic has no directional control and will recklessly plough through anything, including both enemy troops or even his own regiment. Eventually, however, a fanatic will stumble, throttle himself with his chain or simply collapse, dying in a maniacal and convulsive fit. Extremely few have ever survived their experience as a fanatic, and through it all, those fanatics that have met their ends bear a look of self-satisfaction upon their tongue-lolling face.


This page may resemble content endorsed by, sponsored by, and/or affiliated with the Warhammer franchise, and/or include content directly affiliated with and/or owned by Games Workshop. D&D Wiki neither claims nor implies any rights to Warhammer copyrights, trademarks, or logos, nor any owned by Games Workshop. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
gollark: I require it, on pain of having demons rend apart the underpinnings of the universe to force you to pay for your crimes.
gollark: I mean, if they're just idling on discord, then presumably they can at least take the time to say "took this".
gollark: Probably not.
gollark: Test.
gollark: *ponders changing it to be annoying*
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.