Wild Magic Booyahg
Small humanoid (goblinoid), Neutral Evil
- Armor Class 15 (leather armor)
- Hit Points 7 (2d6)
- Speed 30 ft.
STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 10 (0) 10 (0) 8 (-1) 8 (-1)
- Skills Stealth +6
- Senses Darkvision 60ft., passive Perception 9
- Languages Common, Goblin
- Challenge 1/2 (100 XP)
Nimble Escape The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Actions
Scimitar Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 5 (1d6+2) slashing damage
Shortbow Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit 5 (1d6+2) piercing damage.
Wild Casting (1/day) Roll on the table to determine what spell is cast. Charisma is the spell casting modifier, with the spell attack being a +1, and the spell save DC being 9. Immediately after the spell has been cast the goblin must roll on the Wild Magic Surge Table, or the provided simplified table.
d4 Spell Cast 1 Tasha's Hideous Laughter 2 Magic Missile 3 Magnify Gravity* 4 Thunder Wave
d8 Wild Surge Effect 1 Cast Fireball centered on Self 2 Cast Confusion centered on Self 3 Cast Grease centered on Self 4 Teleport up to 60 ft. to a location you can see 5 Turn into a potted plant (see PHB 104) 6 Cast Fog Cloud centered on self 7 Cast Polymorph on self, if failed, turn into a sheep 8 Size increases by one tier (small to medium, medium to large, etc.) *Spell found in Explorer's Guide to Wildmount
Booyahg Caster
This is actually mentioned in Volo's Guide to Monsters, but it never had an actual stat block given to it. While the Booyahg Booyahg Booyahg is supposed to be a CR 6, I wanted to use this for a group of level 1 Players, which is why its so weak. I'll update this after I use it on my players.