Gates to other worlds have appeared all over earth, it's your job to stop them. Go be a hero!
Played | 104 times |
Cloned | 22 times |
Created | 27 days ago |
Last Updated | Yesterday |
Visibility | Public |
Description
A crazed goblin genius obsessed with creating increasingly dangerous and unpredictable explosive devices and contraptions. They cackle maniacally as their volatile inventions wreak havoc, often leaving a trail of destruction in their wake.
Size | Small |
Type | Humanoid |
CR | 9 |
XP | 3900 |
Languages | None |
Armor Class | 16 |
HP Range | 112 - 112 (Avg: 112) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Explosive Leap
Special Action (Recharge 5-6). The mad tinkerer ignites a powerful rocket pack on its back and leaps up to 60 feet to an unoccupied space it can see. Each creature within 10 feet of its takeoff point must make a DC 14 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.
Fragmentation Bomb
Ranged Weapon Attack: +7 to hit, range 30/90 ft., one target or a point within range. Hit: 18 (4d8) piercing damage in a 10-foot radius centered on the target. Creatures in the area must make a DC 14 Dexterity saving throw or take the full damage, taking half damage on a successful save.
Multiattack
The mad tinkerer makes two melee attacks or uses two of its contraptions.
Sticky Bomb
Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: The target must succeed on a DC 14 Dexterity saving throw or become restrained. A restrained creature can use its action to make a DC 14 Strength or Dexterity check (its choice) to attempt to remove the sticky bomb. At the start of each of the restrained creature's turns, it takes 7 (2d6) bludgeoning damage from the constricting device.
Wrench
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.