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
STR
9
−1
DEX
14
+2
CON
11
+0
INT
17
+3
WIS
12
+1
CHA
11
+0

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

Other data

description