Goblin Gang Member S humanoid (goblinoid) Neutral Evil 14 (leather armor) 10 (3d6) walk 30 ft. 8 16 10 10 10 8 Stealth +5 10 Common, Goblin 1/4 darkvision 60 ft. Nimble Escape The goblin can take the Disengage or Hide action as a bonus action on each of its turns. Dagger Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage. Dagger|+5|1d4+3 Light Crossbow Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. 7 (1d8 + 3) piercing damage. Light Crossbow|+5|1d8+3 Source: Krenko's Way p. 167 Krenko S humanoid (goblinoid) Neutral Evil 17 (chain shirt, shield) 21 (6d6) walk 30 ft. 10 14 10 10 8 14 Stealth +6, Deception +4, Persuasion +4 9 Common, Goblin 1 darkvision 60 ft. Nimble Escape Krenko can take the Disengage or Hide action as a bonus action on each of his turns. Multiattack Krenko makes two attacks with his scimitar. Scimitar Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage plus 2 (1d4) poison damage.. Scimitar|+4|1d6+2 Light Crossbow Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. 6 (1d8 + 2) piercing damage. Light Crossbow|+4|1d8+2 Redirect Attack When a creature Krenko can see targets him with an attack, Krenko chooses another goblin within 5 feet of him. The two goblins swap places, and the chosen goblin becomes the target instead. Source: Krenko's Way p. 168 Loading Rig L construct Unaligned 18 (natural armor) 39 (6d10+6) walk 25 ft. 18 11 13 1 3 1 6 1 poison, psychic blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned blindsight 60 ft. (blind beyond this radius) Antimagic Susceptibility The rig is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the rig must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. Unstable If the rig takes damage, it must succeed on a DC 10 Constitution saving throw or be incapacitated with a speed of 0 until a creature activates it with a successful DC 10 Intelligence (Arcana) check made as an action. Multiattack The armor makes two melee attacks. Slam Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) bludgeoning damage. Slam|+6|1d6+4 Source: Krenko's Way p. 170