Goblin Chainwhirler
It is said that at some point in history an especially fiendish tribe of goblins managed to summon a chain devil through blind luck. The devil tore through the tribe, leaving only one cowardly goblin that hid under a shrub to tell the tale. To this day, goblin chainwhirlers hope to emulate even a fraction of that devil's skill, as its story is passed down as both a warning and a lesson.
Wartime Wardens. Via their skill with chains—and a predilection for the incarceration of others—chainwhirlers often ingratiate themselves with goblin bosses and goblin kings to serve as their jailers and prison wardens. They delight in tormenting their captives; wrapping them in thick chains and parading them through their warcamps.
Goblin Chainwhirler
Small Humanoid (Goblinoid), Typically Neutral Evil
- Armor Class 15 (chain shirt)
- Hit Points 21 (6d6)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 10 (+0) 10 (+0) 8 (-1) 10 (+0)
- Skills Acrobatics +6
- Senses darkvision 60 ft., passive Perception 9
- Languages Common, Goblin
- Challenge 1 (200 XP)
Proficiency Bonus +2
Get Over Here. If the goblin hits a creature with an opportunity attack, it can choose to pull that creature up to 10 feet towards it.
Actions
Multiattack. The goblin makes two attacks with its chainwhip. The second attack has disadvantage.
Chainwhip. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 4 (1d4 + 2) slashing damage. If the target is a creature, it is grappled (escape DC 10). The goblin can have up to three creatures grappled in this way at a time.
Whirl (Recharge 5–6). The goblin makes a chainwhip attack against each creature within 10 feet of it.
Bonus Actions
Nimble Escape. The goblin takes the Disengage or Hide action.