Dice Goblin Gambler

small humanoid, chaotic neutral
Dice Goblin Gambler
Armor Class: 13 (Leather armor scraps)
Hit Points: 45 ()
Speed: 30 ft.

STR10(+0)DEX14(+2)CON12(+1)INT10(+0)WIS8(-1)CHA10(+0)
Skills: Sleight of Hand +6, Stealth +6, Deception +4, Perception +3, Gaming Set +6, Dice Set +10
Senses: Darkvision 60 ft., Passive Perception 9
Languages: Common, Goblin
Challenge: 3 (700 XP)

Lucky Charm: Once per short rest, when the Dice Goblin Gambler misses an attack or fails a saving throw, it can reroll the d20 and must use the new roll.
Advantage Immunity: The Dice Goblin Gambler is immune to attacks made with advantage. If an attack against the Dice Goblin Gambler would normally be made with advantage, it is made normally instead.
Gambler's Luck: Whenever the Dice Goblin Gambler rolls a 1 on an attack roll, ability check, or saving throw, he can reroll the die and must use the new roll. Additionally, whenever he rolls a 20 on an attack roll, he deals an extra 7 () damage of the same type as the attack.
Gambler's Strike: When the dice Dice Goblin Gambler makes a melee attack with his dagger. Before making the attack, he can choose to gamble on the outcome, rolling a d6 and subtracting the result from his attack roll. If he hits, he deals an extra 7 () damage of the same type as the attack. If he misses, he takes 3 () psychic damage.

Actions

Multiattack: The Dice Goblin Gambler makes two attacks: two with it's dagger or one with it's dagger and one with it's Gambler’s Sling.
Dagger: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 () piercing damage.
Gambler's Sling: Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: 5 () bludgeoning damage. On a hit, the target must make a DC 15 Wisdom saving throw or become enchanted by the dice on the Dice Goblin Gambler, suffering disadvantage on their next attack roll or ability check.

Bonus Actions

Nimble Escape: The Dice Goblin Gambler can take the Disengage or Hide action as a bonus action on each of its turns.

Reactions

Loaded Dice (Recharge 5-6): When a creature within 30 feet of the Dice Goblin Gambler rolls an attack roll or a saving throw, the Dice Goblin Gambler can force the creature to reroll the d20 and take the new result. This can be used as a reaction after seeing the result of the original roll.

Notes

Dice Goblin Gamblers are often drawn to places where they can find excitement and adventure. They are always on the lookout for rare and powerful dice, which they believe are gifts from Tymora and can grant them extraordinary abilities. They are also very curious and inquisitive, and will often try to learn as much as they can about the history and lore of the places they visit. Dice Goblin Gamblers are not very loyal to their own kind, and will often betray or abandon their fellow Dice Goblins if they find a better opportunity or a more interesting challenge. However, they are also very adaptable and resourceful, and can easily blend in with other races and cultures, using their charm and wit to gain allies or enemies.
Dice Goblin Gamblers are very unpredictable and impulsive, and will often act on their whims and hunches. They are not very concerned with the consequences of their actions, as long as they have fun and win. They are also very competitive and prideful, and will not back down from a challenge or a bet, even if it means risking their lives or their souls. Dice Goblin Gamblers are very passionate and expressive, and will often celebrate or lament their victories or losses with great enthusiasm and emotion. Dice Goblin Gamblers are always looking for the next big thrill, and will never settle for a boring or mundane life.
Tags:reactionextra attackrangethrownhumanoiddisadvantagererollchaoticneutraldarkvisionstealthdeceptionperceptiondice setgaming setsleight of hand

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