Booyahg Booyahg Booyahg
Volo's Guide to Monsters p. 43
- Size
- Small
- Type
- humanoid (goblinoid)
- Alignment
- any alignment
- AC
- 12 (15 with goblin armor)
- Hit Points
- 40 (9d8)
- Speed
- walk 30 ft.
- Saving Throws
- Int +6, Wis +4
- Skills
- Arcana +6, History +6
- Senses
- darkvision 60 ft.
- Passive Perception
- 11
- Languages
- any four languages, Goblin
- Challenge
- 6
- Lineage
- Booyahg Booyahg
Traits
Wild Magic
Each time the goblin casts a spell (including cantrips), there is an accompanying surge of wild magic; roll on the PHB to determine the wild magic effect.
Nimble Escape
Booyahg Booyahg Booyahg can take the Disengage or Hide action as a bonus action on each of its turns.
Spellcasting
The goblin is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The goblin has the following wizard spells prepared:
- Cantrips (at will): fire bolt, light, goblin hand, prestidigitation
- 1st level (4 slots): detect magic, goblin armor, magic missile, shield
- 2nd level (3 slots): misty step, suggestion
- 3rd level (3 slots): counterspell, fireball, fly
- 4th level (3 slots): greater invisibility, ice storm
- 5th level (1 slots): cone of cold
Actions
Dagger
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing dagoblin.
Variant: Familiars
Any spellcaster that can cast the find familiar spell (such as an archgoblin or goblin) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit.
Spells
fire bolt, light, goblin hand, prestidigitation, detect magic, goblin armor, magic missile, shield, misty step, suggestion, counterspell, fireball, fly, greater invisibility, ice storm, cone of cold
Spell Slots
0,4,3,3,3,1