Firelash Company Commanders
The Firelash Company began as a group of goblin scavengers assigned to clean an abandoned battlefield. They recovered an orcish officer's weapon designs, a cracked spellbook, and a cache of unstable siege crystals. Rather than sell the findings, they formed a private war company. Their victories against rival goblin clans and isolated adventuring bands earned them a place in the service of an ambitious orcish warlord. The commanders now seek to prove that disciplined goblin ingenuity can defeat armies many times their size.
SmallHumanoid(Goblinoid)·CR CR 25, deadly elite encounter·Lawful evil
Firelash Company Commanders
goblingoblinoidelitecommanderartificerbattlefield-controlorcish-strongholdinventormagewarriorboss-encounter
HP455, representing the five commanders operating as a unified elite encounterAC+15SPD30 ft.CR25|ArcanaAthleticsDeceptionInvestigationPerceptionSleight of HandStealth
STR
22
save
DEX
24
save
CON
26
save
INT
22
save
WIS
20
save
CHA
20
save
Prepared War Company. The company has advantage on initiative rolls. While at least three commanders are conscious, the company cannot be surprised and can act during the first round even if surprised.
Rapid Coordination. The company can take one reaction on every creature's turn, but it cannot use the same reaction more than once per round.
Pack Tactics. The company has advantage on attack rolls against a creature if at least one conscious commander is within 5 feet of the target and another conscious commander is within 30 feet of the target.
Nimble Escape. The company can take the Hide or Disengage action as a bonus action. In addition, it can move through the space of any creature that is at least one size larger than the company.
Five-Station Command. The company has five distinct commander stations. At the start of each of its turns, it can use one action from each active station, but no more than one action from each station. The active stations are Warriors, Mage, Artificer One, Artificer Two, and Command.
Legendary Resistance. When the company fails a saving throw, it can choose to succeed instead. The company can use this trait three times per day.
Genius in the Chaos. The company has advantage on saving throws against spells and other magical effects. If it succeeds on a saving throw against an effect that would deal half damage, it instead takes no damage.
Master Saboteurs. The company deals double damage to objects and structures. It can identify the function of any nonmagical machine or siege device after observing it for 1 minute.
Goblin Ingenuity. The company has advantage on Dexterity saving throws against effects it can see. It can squeeze through a space as narrow as 3 inches without squeezing if its movement ends in an unoccupied space.
Barracks Workshop. The company can activate or deactivate any invention in its barracks as a bonus action. Prepared inventions can provide half cover, emit light, create smoke, or deliver a harmless warning sound.
Final Firelash. If the company is reduced to 0 hit points, it can attempt one final overload. Each creature within 30 feet must make a Dexterity saving throw, taking 28 fire and force damage on a failure or half as much on a success. The company cannot use this trait if all five commanders were individually restrained before reaching 0 hit points.
Multiattack. The Commander makes four attacks, using Firelash Cleaver, Thundercoil Gauntlet, or Arcane Repeater in any combination. It can replace one attack with a use of Goblin Command.
Firelash Cleaver. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 12 slashing damage plus 7 fire damage. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 10 feet and knocked prone.
Thundercoil Gauntlet. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 14 bludgeoning damage plus 9 lightning damage. The target must succeed on a Constitution saving throw or be unable to take reactions until the end of its next turn.
Arcane Repeater. Ranged Weapon Attack: to hit, range 120/480 ft., one target. Hit: 13 piercing damage plus 10 force damage. The bolt ricochets to a second creature within 10 feet of the original target, making a new attack roll against that creature.
Goblin Command. The Commander chooses up to three allied goblins it can see within 60 feet. Each target can use its reaction to move up to half its speed and make one weapon attack. A creature can benefit from this action only once per round.
Firelash Detonation. The Commander throws an unstable invention at a point it can see within 90 feet. Each creature in a 20-foot-radius sphere must make a Dexterity saving throw, taking 35 fire and force damage on a failed save, or half as much on a successful one. The area becomes difficult terrain until the end of the Commander's next turn.
Commander's Contraption. The Commander activates one of the following devices: Smoke Screen, Gravity Snare, or Panic Bell. Smoke Screen creates a 20-foot-radius heavily obscured cloud for 1 minute. Gravity Snare restrains one creature within 60 feet until the end of the Commander's next turn unless it succeeds on a Strength saving throw. Panic Bell forces enemies within 30 feet to make a Wisdom saving throw or become frightened until the end of their next turn.
Sparkstep. The Commander teleports to an unoccupied space within 30 feet that it can see, leaving behind a burst of sparks. Each creature within 5 feet of the space it leaves must succeed on a Dexterity saving throw or take 14 lightning damage.
Flash Shield. When a creature the company can see hits one of its commanders with an attack, the company imposes disadvantage on the attack's damage roll by triggering a flash shield. If the damage is reduced to 0, the attacker takes 10 lightning damage.
Spring-Loaded Escape. When a creature moves within 5 feet of a commander, the company can cause that commander to move up to 15 feet without provoking opportunity attacks and deploy a caltrop charge in the space it left. The first creature entering that space before the end of the company's next turn must succeed on a Dexterity saving throw or take 14 piercing damage and have its speed reduced by 10 feet until the end of its next turn.
Cunning Reposition. The company moves up to half its speed without provoking opportunity attacks.
Coordinated Strike. One conscious commander makes a Firelash Cleaver or Arcane Repeater attack.
Prototype Burst (Costs 2 Actions). The company activates a minor device. Each enemy within 10 feet of a point within 60 feet must succeed on a Dexterity saving throw or take 13 fire or lightning damage and be pushed 10 feet.
Arcane Orders (Costs 2 Actions). The mage commander casts a spell of 3rd level or lower, or the company uses Goblin Command.
Company-Wide Panic (Costs 3 Actions). Each enemy of the company's choice within 30 feet must make a Wisdom saving throw. On a failure, the creature is frightened and cannot take reactions until the end of its next turn. On a success, it is immune to this effect until the start of the company's next turn.
Cantrips
Mage HandConjuration— The mage creates a floating hand that can manipulate objects, open doors, stow or retrieve items, and perform delicate tasks within 30 feet.
Fire BoltEvocation— The mage deals 4d10 fire damage to a creature within 120 feet, or 5d10 fire damage to an object. A successful Dexterity saving throw halves damage.
2nd level
DarknessEvocation— The mage creates a 20-foot-radius sphere of magical darkness that blocks darkvision.
4th level
Wall of FireEvocation— The mage creates a 20-foot-radius sphere of swirling flame. Creatures entering or ending their turns there take 4d10 fire damage on a failed Dexterity saving throw.
5th level
Evard's Black TentaclesConjuration— The mage creates a 20-foot-radius sphere of crushing magical force. Creatures inside are restrained and take 6d6 force damage at the start of each of their turns.
6th level
Chain LightningEvocation— The mage unleashes lightning in a 100-foot-long, 5-foot-wide line. Creatures in the line make a Dexterity saving throw, taking 10d8 lightning damage on a failure or half on a success.
7th level
TeleportConjuration— The mage teleports up to eight willing creatures to a destination described by the caster, using the spell's normal teleportation uncertainty.
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