Goblin Boss
A little schemer full of plots and chaos.
Ambush, steal, flee when outnumbered
Goblin Cave
Tier 1 · TraversalA trap-ridden cave full of goblinoids.
A cruel green leader of chaos on the battlefield. It uses anything and anyone around it to survive. It is clever and nasty.
Why Leader?
Well, it’s kind of in the name: it’s the boss of the goblins. So giving it the ability to control lots of smaller Minions, goblin minions in particular, felt like a good call.
Rally Minions isn’t from 5e
This ability, combined with Redirect Attack, is where the goblin boss’s Leader side comes through. It can keep pulling in reinforcements to protect itself and direct the battle. Additionally, it costs a Fear to activate, which keeps it from overwhelming players.
Why is Redirect Attack free?
Because the goblin boss summons Minions to fight near it, redirecting an attack means choosing to sacrifice one. Players are still rewarded by taking a combatant out of the fight, which is arguably better than just damaging the boss, especially since a Minion’s passive lets extra damage defeat additional Minions.
Why the higher damage thresholds?
A goblin boss has good armor compared to an average adversary (AC 17 from a chain shirt and shield), so it warranted upping its thresholds a bit.
Why add the Goblin Cave?
The environment I added further enables the goblin boss to be a Leader when a GM wants to push a party. It has the potential to be deadly and challenging, but it’s within reach of what players can handle.
Spring Trap
For this, I imagine a cave area with little room to maneuver, even in a larger, more open section. So, as a surprise, the trap just lands, catching the party off guard. It also costs a Fear, so it can’t be used constantly to cripple a party. Its goal is to be a major hindrance, not a death sentence. If you feel being both Restrained and Vulnerable is too much, I would drop the Vulnerable aspect.