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Dice Goblin High Roller

small humanoid, chaotic neutral


Armor Class: 15 (Leather armor)
Hit Points: 76 ()
Speed: 30 ft.

STR10(+0)DEX16(+3)CON14(+2)INT12(+1)WIS8(-1)CHA16(+3)
Skills: Sleight of Hand +9, Stealth +9, Deception +9, Perception +5, Gaming Set +9, Dice Set +15
Senses: Darkvision 60 ft., Passive Perception 12
Languages: Common, Goblin
Challenge: 5 (1,800 XP)

Lucky Charm: Once per short rest, when the Dice Goblin High Roller misses an attack or fails a saving throw, it can reroll the d20 and must use the new roll.
Advantage Immunity: The Dice Goblin High Roller is immune to attacks made with advantage. If an attack against the Dice Goblin High Roller would normally be made with advantage, it is made normally instead.
Gambler's Luck: Whenever the Dice Goblin High Roller 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 10 () damage of the same type as the attack.
Gambler's Strike: When the dice Dice Goblin High Roller 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 14 () damage of the same type as the attack. If he misses, he takes 7 () psychic damage.
Spellcasting: The Dice Goblin High Roller is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15). It can cast the following spells, requiring no material components:
At will: Guidance (divination)
Level: 0
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target can add 1d4 to one ability check of its choice.

View on dndbeyond.com
, Friends (enchantment)
Level: 0
Casting Time: 1 action
Concentration: Yes
Ritual: No

The casters gets advantage on all Charisma checks directed at one chosen creature that isn't hostile toward him.

View on dndbeyond.com
, Mage Hand (conjuration)
Level: 0
Casting Time: 1 action
Concentration: No
Ritual: No

Create a spectral hand that can in a 30-ft radius manipulate an object, open a door, stow an item, etc.

View on dndbeyond.com
*
1/day each: Bane (enchantment)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: No

Up to 3 targets must succeed on a Cha. save or subtract 1d4 from their attack roll or saving throw (+1 creature/lvl).

View on dndbeyond.com
, Bless (enchantment)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: No

Up to 3 targets can add 1d4 to their attack roll or saving throw (+1 creature/lvl).

View on dndbeyond.com
, Bestow Curse (necromancy)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Wis. save or suffer an effect as a disadvantage to a check or lose an action (duration/lvl).

View on dndbeyond.com
, Silvery Barbs (enchantment)
Level: 1
Casting Time: 1 reaction
Concentration: No
Ritual: No

You force a creature to reroll an attack roll, ability check, or saving throw.

View on dndbeyond.com

* The Dice Goblin High Roller can cast Mage Hand without verbal or somatic components, and can make the spectral hand invisible.

Actions

Multiattack: The Dice Goblin High Roller 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: +7 to hit, reach 5 ft., one target. Hit: 9 () piercing damage.
Gambler's Sling: Ranged Weapon Attack: +7 to hit, range 30/60 ft., one target. Hit: 9 () bludgeoning damage. On a hit, the target must make a DC 16 Wisdom saving throw or become enchanted by the dice on the Dice Goblin High Roller, suffering disadvantage on their next attack roll or ability check.

Bonus Actions

Nimble Escape: The Dice Goblin High Roller 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 High Roller rolls an attack roll or a saving throw, the Dice Goblin High Roller 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.
Illustration:
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Dice Goblin High Roller

small humanoid, chaotic neutral


Armor Class: 15 (Leather armor)
Hit Points: 76 ()
Speed: 30 ft.

STR10(+0)DEX16(+3)CON14(+2)INT12(+1)WIS8(-1)CHA16(+3)
Skills: Sleight of Hand +9, Stealth +9, Deception +9, Perception +5, Gaming Set +9, Dice Set +15
Senses: Darkvision 60 ft., Passive Perception 12
Languages: Common, Goblin
Challenge: 5 (1,800 XP)

Lucky Charm: Once per short rest, when the Dice Goblin High Roller misses an attack or fails a saving throw, it can reroll the d20 and must use the new roll.
Advantage Immunity: The Dice Goblin High Roller is immune to attacks made with advantage. If an attack against the Dice Goblin High Roller would normally be made with advantage, it is made normally instead.
Gambler's Luck: Whenever the Dice Goblin High Roller 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 10 () damage of the same type as the attack.
Gambler's Strike: When the dice Dice Goblin High Roller 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 14 () damage of the same type as the attack. If he misses, he takes 7 () psychic damage.
Spellcasting: The Dice Goblin High Roller is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15). It can cast the following spells, requiring no material components:
At will: Guidance (divination)
Level: 0
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target can add 1d4 to one ability check of its choice.

View on dndbeyond.com
, Friends (enchantment)
Level: 0
Casting Time: 1 action
Concentration: Yes
Ritual: No

The casters gets advantage on all Charisma checks directed at one chosen creature that isn't hostile toward him.

View on dndbeyond.com
, Mage Hand (conjuration)
Level: 0
Casting Time: 1 action
Concentration: No
Ritual: No

Create a spectral hand that can in a 30-ft radius manipulate an object, open a door, stow an item, etc.

View on dndbeyond.com
*
1/day each: Bane (enchantment)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: No

Up to 3 targets must succeed on a Cha. save or subtract 1d4 from their attack roll or saving throw (+1 creature/lvl).

View on dndbeyond.com
, Bless (enchantment)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: No

Up to 3 targets can add 1d4 to their attack roll or saving throw (+1 creature/lvl).

View on dndbeyond.com
, Bestow Curse (necromancy)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Wis. save or suffer an effect as a disadvantage to a check or lose an action (duration/lvl).

View on dndbeyond.com
, Silvery Barbs (enchantment)
Level: 1
Casting Time: 1 reaction
Concentration: No
Ritual: No

You force a creature to reroll an attack roll, ability check, or saving throw.

View on dndbeyond.com

* The Dice Goblin High Roller can cast Mage Hand without verbal or somatic components, and can make the spectral hand invisible.

Actions

Multiattack: The Dice Goblin High Roller 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: +7 to hit, reach 5 ft., one target. Hit: 9 () piercing damage.
Gambler's Sling: Ranged Weapon Attack: +7 to hit, range 30/60 ft., one target. Hit: 9 () bludgeoning damage. On a hit, the target must make a DC 16 Wisdom saving throw or become enchanted by the dice on the Dice Goblin High Roller, suffering disadvantage on their next attack roll or ability check.

Bonus Actions

Nimble Escape: The Dice Goblin High Roller 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 High Roller rolls an attack roll or a saving throw, the Dice Goblin High Roller 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.
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Dice Goblin High Roller

Dice Goblin High Rollers are the ultimate gamblers, living for the thrill of high-stakes games and the satisfaction of winning big. They are masters of dice magic, using their innate abilities and clever tricks to manipulate the outcome of any roll.
Dice Goblin High Rollers are always looking for new challenges and opponents, traveling the world in search of legendary games and legendary gamblers. They are confident and charismatic, often charming or deceiving their way into exclusive and prestigious gambling establishments. They are also very competitive and prideful, never backing down from a bet or a challenge. They are willing to gamble anything and everything, from money and magic items to secrets and souls.
Dice Goblin High Rollers are opportunistic and self-serving. They will not hesitate to cheat, lie, or betray others if it means winning a game or gaining an advantage. Dice Goblin High Rollers worship the same deities of luck and chance as other dice goblins, but they also believe that they have a special connection to fate. They see themselves as the chosen ones of the dice gods, destined to win every game and achieve every goal.
Encountering a Dice Goblin High Roller is a risky and dangerous proposition, as they will likely challenge the adventurers to a game of chance, with the stakes being anything from a friendly wager to a life-or-death situation. They may offer valuable rewards or information in exchange for playing, or they may simply want to prove their superiority. Their interactions are unpredictable and perilous, as they may use their abilities and tricks to manipulate the game and the opponent.
In combat, Dice Goblin High Rollers will use their dice abilities to gain an edge over their foes, altering dice rolls, dealing extra damage, and causing various effects. They will also use their speed and charisma to evade attacks and distract enemies. Dice Goblin High Rollers are very resilient and resourceful, but they are also reckless and overconfident. They will often gamble with their own lives, risking everything on a single roll of the dice.

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