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