BBS Goblin Boss CR3

This BBS Goblin Boss combines two goblins together to create a low-level agile threat that can stand on its own. It uses dirty tactics and martial skill to quickly overwhelm enemies, but suffers from low endurance.

See the theory behind my BBS designs at Designing the Mechanics of the Big Bad and Big Bad Solo Monster Inserts.

BBS Goblin Boss

Small humanoid (goblinoid), neutral evil

Armor Class 17 (chain shirt, shield)
Hit Points 21/21(12d6)
Speed 30ft.

STRDEXCONINTWISCHA
10 (+0)14 (+2)10 (+0)10 (+0)8 (-1)10 (+0)

Skills Stealth +6
Senses darkvision 60 ft., passive Perception 9
Languages Common, Goblin
Challenge 3 (700 XP)

Paragon Fortitude. The goblin has multiple pools of hit points, each of which is tracked separately. All damage and healing must be completely applied to only one pool. When a pool is reduced to zero, all ongoing conditions and effects affecting the creature end. Once a pool is reduced to zero, that pool cannot receive any healing until after a long rest. If all hit point pools are reduced to zero, the creature is killed.
Paragon Exhaustion. The creature may take one complete turn in each round of combat for each hit point pool it has above zero and receives one reaction between each of its turns. When a pool of hit points has been reduced to zero, the creature loses one turn each round thereafter. The creature determines initiative normally for its first turn, though it gains advantage on the roll. Each subsequent turn is inserted immediately after any one PC’s turn in the initiative order.
Nimble Escape. The goblin can take the disengage or hide action as a bonus action on each of its turns.

Actions

Multiattack. The goblin makes two attacks with its scimitar. The second attack has disadvantage.
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.
Javelin. Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage.

REACTIONS

Leap. Once per short rest, when this creature takes damage, this creature can as a reaction move up to its speed in a straight line without triggering opportunity attacks. Fortitude Recharge: If this creature has Paragon Hit Points, then when one Hit Point pool is reduced to 0, leap recharges and can be used immediately as a reaction.

LEGENDARY REACTIONS

Leg Sweep. If an adjacent creature’s attack misses against this creature, it can as a legendary reaction force that creature to make a DC10 Dexterity saving throw, falling prone on a failed save.
Side Step. When an attack misses against this creature, it can as a legendary reaction move up to half its speed without triggering opportunity attacks.
2nd pool: Side Step Riposte. When an attack misses against this creature, it can as a legendary reaction move up to half its speed without triggering opportunity attacks and make a single weapon attack during this movement.

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