Mechagoblin

Family: Goblin

Huge construct, unaligned

Armor Class 19 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 8 (-1) 18 (+4) 15 (+2) 16 (+3) 12 (+1)

Saving Throws Str +9, Con +7, Wis +6
Skills Perception +6
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 16
Languages Common, Goblin
Challenge 8 (3,900 XP)

SPECIAL TRAITS

  • Flawed Design. When the mechagoblin is reduced below half of its hit point maximum, it begins to break down, venting hot steam from its chassis. Any creature that enters a space within 5 feet of the mechagoblin for the first time on a turn or starts its turn there takes 7 (2d6) fire damage.
  • Vulnerable Components. When the mechagoblin suffers a critical hit, it has disadvantage on all attack rolls until the end of its next turn.

ACTIONS

  • Multiattack. The mechagoblin takes the following four actions in the following order: one with the Goblin Catapult, one with the Destructo-Whisk 9000, one with Spinning Blades, and one with the Elemental Capacitor. If it is unable to select a target for any of these actions, it may skip that action.
  • Goblin Catapult. The mechagoblin targets a space within 60 feet that it can see and launches four goblins that all land within 5 feet of that space. If there is already a creature in any of those spaces, that creature must succeed on a DC 15 Dexterity saving throw or take 9 (2d8) bludgeoning damage and be knocked prone. On a success that creature can move 5 feet to an unoccupied space without provoking opportunity attacks.
  • Destructo-Whisk 9000. Melee Weapon Attack: +9 to hit, reach 15 ft., one creature. Hit: 15 (2d8 + 6) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be trapped in the whisk, becoming restrained. As an action, a creature restrained by the whisk can attempt a Strength (Athletics) against a DC of 15, freeing itself on a success. Freed creatures drop 10 feet to the ground, taking falling damage as normal. While a creature is restrained by the whisk, the mechagoblin can only use this attack against that creature, automatically hitting and dealing 15 (2d8 + 6) bludgeoning damage.
  • Spinning Blades. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 20 (4d6 + 6) slashing damage.
  • Elemental Capacitor. Ranged Spell Attack: +6 to hit, range 60/120 ft., one creature. Hit: 13 (3d8) lightning damage, and the target begins glowing. Until the end of the mechagoblin’s next turn, attack rolls against the target have advantage, and it can’t benefit from invisibility or from being hidden.
Section 15: Copyright Notice

Total Party Kill Handbook - Volume 2 2019 © 2CGaming, LLC. Author Steven Gordon

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