Monster
Booyahg Slave of the Fiend
Outside your table’s allowed sources
Official reference · VGM · 2014
- Creature type
- Humanoid
- Size
- Small
- Armor class
- 12, 15
- Hit points
- 78 (12d8 + 24)
- Speed
- Walk 30 ft.
- Challenge rating
- 7
- Alignment
- Any alignment
- Strength
- 10
- Dexterity
- 14
- Constitution
- 15
- Intelligence
- 12
- Wisdom
- 12
- Charisma
- 18
- Passive Perception
- 11
- Saving Throws
- wis: +4; cha: +7
- Skills
- arcana: +4; deception: +7; persuasion: +7; religion: +4
- Senses
- darkvision 60 ft.
- Languages
- any two languages (usually Abyssal or Infernal), Goblin
- Resistances
- resist: slashing; note: from nonmagical attacks not made with silvered weapons; cond: True
Traits
Dark One's Own Luck (Recharges after a Short or Long Rest)
When the goblin makes an ability check or saving throw, it can add a d10 to the roll. It can do this after the roll is made but before any of the roll's effects occur.
Nimble Escape
The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Actions
Mace
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage plus 10 (3d6) fire damage.
Innate Spellcasting
The goblin's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components:
At will: alter self, false life, levitate (self only), mage armor (self only), silent image
1/day each: feeblemind, finger of death, plane shift
The goblin is a 17th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
Spell slots: 0: spells: eldritch blast, fire bolt, friends, mage hand, minor illusion, prestidigitation, shocking grasp; 5: lower: 1; slots: 4; spells: banishment, burning hands, flame strike, hellish rebuke, magic circle, scorching ray, scrying, stinking cloud, suggestion, wall of fire