# More Goblin Variety
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___
> ## Goblin Hog Rider
>*Small humanoid, neutral evil*
> ___
> - **Armor Class** 13 (leather armour)
> - **Hit Points** 20 (2d6 + 2d8 + 4)
> - **Speed** 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|12 (+1)|14 (+2)|14 (+2)|10 (+0)|8 (-1)|8 (-1)|
> ___
> - **Damage Resistances** none
> - **Damage Immunities** none
> -  **Condition Immunities** none
> ___
> - **Skills** Animal Handling +2
> - **Senses** darkvision  60ft., passive Perception 9
> - **Languages** Common, Goblin
> - **Challenge** 1/2 (100)
>___
> ***Nimble Mounted Combatant.*** The goblin hog rider can take the Dash, Disengage, or Dodge action as a bonus action on each of it turns.
>
> ***Charge.*** If the goblin hog rider moves at least 20 ft. straight towards a target and then hits with its tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
> 
> ### Actions
> ***Multiattack*** : The goblin hog rider makes one tusk attack and one spear attack.
> 
> ***Tusk*** : *Melee Weapon Attack*: +3 to hit, reach 5 ft., one target. *Hit*: 3 (1d6 + 1) slashing damage.
> 
> ***Spear*** : *Melee Weapon Attack*: +3 to hit, reach 5 ft., one target. *Hit*: 3 (1d6 + 1) piercing damage.
>
> ***Spear (Thrown)*** *Ranged Weapon Attack*: +4 to hit, range 20/60 ft., one target. *Hit*: 3 (1d6 + 1) piercing damage.
> 
> ***Net*** *Ranged Weapon Attack*: +4 to hit, range 15/30 ft., one target. *Hit*: If the target is a creature, it must succeed on a DX 11 Strength saving throw or be restrained. 

___
> ## Three Goblins in Plate Mail
>*Medium humanoid, neutral evil*
> ___
> - **Armor Class** 20 (plate mail, shield)
> - **Hit Points** 27 (6d8)
> - **Speed** 20 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|9 (-1)|14 (+2)|10 (+0)|10 (+0)|8 (-1)|8 (-1)|
> ___
> - **Damage Resistances** none
> - **Damage Immunities** none
> -  **Condition Immunities** none
> ___
> - **Skills** none
> - **Senses** darkvision  60ft., passive Perception 9
> - **Languages** Common, Goblin
> - **Challenge** 2 (450)
>___
> ***Three Heads.*** Three goblins in plate mail has advantage on saving throws against effects that would charm or frighten it. It also has advantage on Strength (Athletics) checks to avoid being knocked prone.
>
> ***Uncoordinated.*** Three goblins in plate mail has disadvantage on Dexterity saving throws.
> 
> *** Prone Weakness.*** If three goblins in plate mail is knocked prone, it must expend its entire movement and an action to stand up.
> ### Actions
> ***Multiattack*** : Three goblins in plate mail makes three longsword attacks or two longsword attacks and a shield bash.
> 
> ***Longsword*** *Melee Weapon Attack*: +3 to hit, reach 5 ft., one target. *Hit*: 5 (1d8 - 1) slashing damage.
>
> ***Shield Bash*** *Melee Weapon Attack*: +3 to hit, reach 5 ft., one target. *Hit*: 3 (1d4 -1 1) bludgeoning damage. If the target is a creature, it must succeed at a DC 11 Constitution saving throw or be unable to take reactions until the end of its next turn.

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___
> ## Goblin Coprimancer 
>*Small humanoid, neutral evil*
> ___
> - **Armor Class** 14 (Studded leather)
> - **Hit Points** 14 (4d6)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|9 (-1)|14 (+2)|10 (+0)|14 (+2)|8 (-1)|8 (-1)|
> ___
> - **Damage Resistances** none
> - **Damage Immunities** none
> -  **Condition Immunities** none
> ___
> - **Skills** Stealth +6
> - **Senses** darkvision  60ft., passive Perception 9
> - **Languages** Common, Goblin
> - **Challenge** 2 (450)
>___
> ***Nimble Escape*** The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
>
> ***Stench Aura.*** Any creature that starts its turn within 5 ft. of the goblin must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the goblin's Stench aura for 24 hours.
>
> ***Spellcasting.*** The goblin is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (save DC 12, +4 to hit with spell attacks). The goblin has the following spells prepared:
>
> Cantrips (at will): cry for help, infestation, primal savagery, resistance.
>
> 1st-level (4 slots): cause fear, desperate voiding, filth missile*, void bowels*.
>
> ### Actions
> 
> ***Quarterstaff*** *Melee Weapon Attack*: +3 to hit, reach 5 ft., one target. *Hit*: 3 (1d6 - 1) bludgeoning damage.
>
___
> ## Goblin Pyrotechnician 
>*Small humanoid, neutral evil*
> ___
> - **Armor Class** 14 (Studded leather)
> - **Hit Points** 14 (4d6)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|9 (-1)|16 (+3)|10 (+0)|10 (+0)|8 (-1)|8 (-1)|
> ___
> - **Damage Resistances** none
> - **Damage Immunities** none
> -  **Condition Immunities** none
> ___
> - **Skills** Stealth +6
> - **Senses** darkvision  60ft., passive Perception 9
> - **Languages** Common, Goblin
> - **Challenge** 2 (450)
>___
> ***Nimble Escape.*** The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
>
> ***Explosive Death.*** When the goblin dies, it explodes, and each creature within 30 feet of it must make a DC 13 Dexterity saving throw, taking 6 (2d6) fire damage on a failed save, or half as much damage on a successful one.
>
> ### Actions
>
>***Flaming Brand*** *Melee Weapon Attack*: +3 to hit, reach 5 ft., one target. *Hit*: 2 (1d4 - 1) bludgeoning damage plus 2 (1d4) fire damage.
> 
> ***Flashbang Firework*** *Ranged Weapon Attack*: +5 to hit, ranged 20/60 ft., one target. *Hit*: 3 (1d6) fire damage. The target and any creatures within 5-feet must succeed on a DC 13 Dexterity saving throw or be blinded until the end of their next turn.
>
> ***Red Hot Firework*** *Ranged Weapon Attack*: +5 to hit, ranged 20/60 ft., one target. *Hit*: 9 (3d6) fire damage.
>
> ***Dragon's Breath (Recharge 6)*** The goblin unleashes fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 12 (4d6) fire damage on a failed save, or half as much damage on a successful one.

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___
> ## Waste Golem
>*Small construct, unaligned*
> ___
> - **Armor Class** 14 (natural armor)
> - **Hit Points** 39 (6d6 + 24)
> - **Speed** 25 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|15 (+2)|14 (+2)|18 (+4)|8 (-1)|8 (-1)|1 (-5)|
> ___
> - **Damage Resistances** poison, psychic; bludgeoning,
piercing, and slashing from nonmagical weapons that aren't
adamantine 
> - **Damage Immunities** none
> -  **Condition Immunities**  charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
> ___
> - **Skills** none
> - **Senses** darkvision  60ft., passive Perception 9
> - **Languages**  understands the languages of its creator but can't speak 
> - **Challenge** 3 (700)
>___
> 
>***Amorphous.*** The golem can move through a space as narrow as 1 inch wide without squeezing. 
>
>***False Appearance.*** While the golem remains motionless, it is indistinguishable from a pile of manure or excrement.
>
>***Immutable Form.*** The golem is immune to any spell or effect that would alter its form . 
>
>***Magic Resistance.***  The golem has advantage on saving throws ยท against spells and other magical effects. 
>
> ***Stench.*** Any creature that starts its turn within 5 feet of the golem must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successfu l saving throw, the creature is immune to the golem's Stench for 24 hours. 
>
>
> ### Actions
> 
> ***Slam*** *Melee Weapon Attack*: +6 to hit, reach 5 ft., one target. *Hit*: 7 (3d4 + 2) bludgeoning damage. If the target is a creature, it must succeed at a DC 14 Constitution saving throw or take an additional 6 (2d6) poison damage.
>
> ***Vomit Effluent (Recharge 6).*** The golem vomits raw waste in a 15-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw, taking 18 (6d6) poison damage on a failed save, or half as much damage on a successful one.
>

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<br>
## New Spells 


#### Cry for Help
*enchantment cantrip*
___
- **Casting Time:** 1 reaction
- **Range:** 30 feet
- **Components:** V
- **Duration:** Instantaneous

With a panicked cry, you call on your inner reserves (and the bravery of your allies) to aid you in your time of need. Which is almost always.

You may cast Cry for Help as a reaction whenever you take damage. You gain 1 temporary hit point and may select an ally that can hear you within 30 feet. The target may use their reaction to immediately move up to 15-feet.

#### Desperate Voiding
*1st-level transmutation*
___
- **Casting Time:** 1 action
- **Range:** Self
- **Components:** V, S, M (you must be wearing pants)
- **Duration:** Concentration, up to 1 minute

With an awkward grunt, you void your bowels, enhancing the already ripe odor with a little magic. For the duration of the spell, you suffer from disadvantage on Dexterity (Acrobatics) skill checks and all Charisma skill checks.

In addition, for the spell's duration all melee attacks made against you by creatures with a sense of smell are made at disadvantage.


#### Filth Missile
*1st-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** V, S, M (animal or humanoid waste)
- **Duration:** Instantaneous

You fling a bolt of foul-smelling excrement at your target. Make a ranged spell attack against the target. On a hit, the target takes 2d6 bludgeoning damage. Hit or miss, the bolt explodes in a foul-smelling rain of waste. The target and any creature within 5-feet must succeed on a Constitution saving throw or be poisoned until the end of their next turn.

#### Void Bowels
*1st-level enchantment*
___
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** V, S, M (a spicy pepper)
- **Duration:** Instantaneous

You force a creature you can see within range to spontaneously evacuate their bowels, causing no small amount of discomfort.

The creature targeted must succeed on a Constitution saving throw or immediately void its bowels, becoming poisoned, and having its movement speed reduced to zero until the end of its next turn.

On a failed save, any creature within 5-feet of the target must also succeed at a Constitution saving throw or be poisoned until the end of their next turn.