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Dice Goblin Whale

medium humanoid, chaotic neutral


Armor Class: 15 (Leather armor)
Hit Points: 125 ()
Speed: 30 ft.

STR10(+0)DEX14(+2)CON16(+3)INT16(+3)WIS10(+0)CHA18(+4)
Skills: Sleight of Hand +9, Deception +11, Perception +7, Gaming Set +9, Dice Set +16
Senses: Darkvision 60 ft., Passive Perception 16
Languages: Common, Goblin
Challenge: 7 (2,900 XP)

Lucky Charm: Once per turn, when the Dice Goblin Whale misses an attack or fails a saving throw, it can reroll the d20 and must use the new roll.
Advantage Immunity: The Dice Goblin Whale is immune to attacks made with advantage. If an attack against the Dice Goblin Whale would normally be made with advantage, it is made normally instead.
Gambler's Luck: Whenever the Dice Goblin Whale 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 21 () damage of the same type as the attack.
Gambler's Strike: When the dice Dice Goblin Whale 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 21 () damage of the same type as the attack. If he misses, he takes 10 () psychic damage.
Spellcasting: The Dice Goblin Whale is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16). 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
*
3/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.

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, Expeditious Retreat (transmutation)
Level: 1
Casting Time: 1 bonus action
Concentration: Yes
Ritual: No

The caster can take the Dash action by using a bonus action.

View on dndbeyond.com

1/day each: Modify Memory (enchantment)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Wis. save or be charmed and its memory altered (seniority of memories/lvl).

View on dndbeyond.com
, Counterspell (abjuration)
Level: 3
Casting Time: 1 reaction
Concentration: No
Ritual: No

In reaction, fail a spell of 3rd level or lower. Ability check if the spell is 4th level or higher (threshold/lvl).

View on dndbeyond.com
, Hypnotic Pattern (illusion)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 30-ft cube must succeed on a Wis. save or be charmed and incapacitated, with a speed of 0.

View on dndbeyond.com

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

Actions

Multiattack: The Dice Goblin Whale 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: +9 to hit, reach 5 ft., one target. Hit: 11 () piercing damage.
Gambler's Sling: Ranged Weapon Attack: +9 to hit, range 30/60 ft., one target. Hit: 11 () 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 Whaler, suffering disadvantage on their next attack roll or ability check.

Bonus Actions

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

medium humanoid, chaotic neutral


Armor Class: 15 (Leather armor)
Hit Points: 125 ()
Speed: 30 ft.

STR10(+0)DEX14(+2)CON16(+3)INT16(+3)WIS10(+0)CHA18(+4)
Skills: Sleight of Hand +9, Deception +11, Perception +7, Gaming Set +9, Dice Set +16
Senses: Darkvision 60 ft., Passive Perception 16
Languages: Common, Goblin
Challenge: 7 (2,900 XP)

Lucky Charm: Once per turn, when the Dice Goblin Whale misses an attack or fails a saving throw, it can reroll the d20 and must use the new roll.
Advantage Immunity: The Dice Goblin Whale is immune to attacks made with advantage. If an attack against the Dice Goblin Whale would normally be made with advantage, it is made normally instead.
Gambler's Luck: Whenever the Dice Goblin Whale 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 21 () damage of the same type as the attack.
Gambler's Strike: When the dice Dice Goblin Whale 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 21 () damage of the same type as the attack. If he misses, he takes 10 () psychic damage.
Spellcasting: The Dice Goblin Whale is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16). 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
*
3/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
, Expeditious Retreat (transmutation)
Level: 1
Casting Time: 1 bonus action
Concentration: Yes
Ritual: No

The caster can take the Dash action by using a bonus action.

View on dndbeyond.com

1/day each: Modify Memory (enchantment)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Wis. save or be charmed and its memory altered (seniority of memories/lvl).

View on dndbeyond.com
, Counterspell (abjuration)
Level: 3
Casting Time: 1 reaction
Concentration: No
Ritual: No

In reaction, fail a spell of 3rd level or lower. Ability check if the spell is 4th level or higher (threshold/lvl).

View on dndbeyond.com
, Hypnotic Pattern (illusion)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 30-ft cube must succeed on a Wis. save or be charmed and incapacitated, with a speed of 0.

View on dndbeyond.com

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

Actions

Multiattack: The Dice Goblin Whale 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: +9 to hit, reach 5 ft., one target. Hit: 11 () piercing damage.
Gambler's Sling: Ranged Weapon Attack: +9 to hit, range 30/60 ft., one target. Hit: 11 () 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 Whaler, suffering disadvantage on their next attack roll or ability check.

Bonus Actions

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

Dice Goblin Whales are the most successful and wealthy Dice Goblins, who have amassed fortunes and fame through their gambling prowess.
These creatures are obsessed with dice games, and will often travel far and wide to find new challenges and opponents. They are extremely confident and boastful, flaunting their riches and skills to anyone who will listen.
Dice Goblin Whales are very influential and respected among other Dice Goblins, who often seek their advice or patronage. However, Dice Goblin Whales are also very selfish and self-serving, caring only about themselves and their wealth. They will often exploit, deceive, or betray other Dice Goblins for their own gain, or simply ignore them if they are not useful or entertaining.
Dice Goblin Whales are not afraid of taking risks, and will often bet large sums of money or valuable items on the outcome of dice rolls. They are also very cunning and crafty, using their abilities to manipulate dice rolls and probabilities to their advantage. They will often employ tricks, cheats, or distractions to sway the odds in their favor, or to deceive their opponents.
Dice Goblin Whales are very competitive and prideful, and will not tolerate losing or being humiliated. They will often seek revenge or retribution against those who cross them, or challenge them to a rematch.
Dice Goblin Whales are very protective of their dice collections, which they consider their most prized possessions.
Dice Goblin Whales are very superstitious and will often carry lucky charms or talismans with them, often in the form of dice. They will also worship various deities of luck and chance, such as Tymora and Beshaba, hoping to gain their favor.

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