b'Hubrun, the Big Goblin \n'b'  Family:   Goblin  \n'b'  Gargantuan   humanoid  (goblinoid),  neutral evil  \n'b'  Armor Class  17 (studded leather armor)  Hit Points  174 (12d20 + 48)  Speed  50 ft., climb 40 ft.\n'b' STATS STR: 20 (+5) DEX:  14 (+2)  CON:  18 (+4)  INT:  7 (-2)  WIS:  14 (+2)  CHA:  5 (-3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Dexterity +5  Skills   Athletics  +8,  Intimidation  +0,  Perception  +5  Damage Resistances  acid, cold, fire, lightning, necrotic, thunder  Senses   darkvision  600 ft., passive  Perception  12  Languages  Goblin  Challenge  8 (3,900 XP) \n'b' Special Traits \n'b'   Lesser Kaiju . Lesser kaiju are larger than all but the greatest monsters adventurers face. Conventional weapons, even highly-enchanted ones, lack the mass to deal serious wounds to a kaiju. The same is true for all but the mightiest spells. When a creature of Large  size  or smaller deals damage to a lesser kaiju with a weapon or feature, or with a spell of 7th level or lower, its damage is halved, and can be reduced further by  resistance  or saving throws. Siege weapons and creatures with the Siege Monster trait are treated like Gargantuan creatures. Creatures of  size  Large and smaller can move through or occupy a kaiju\xe2\x80\x99s space. Huge or larger creatures and 8th-level spells (including lower-level spells cast with 8th-level slots) deal normal damage, which can be reduced further by  resistance  or saving throws. Lesser kaiju deal double damage to objects and structures. They ignore normal  difficult terrain . \n'b'  Legendary Resistance (3/Day) . If Hubrun, the Big Goblin fails a saving throw, it can choose to succeed instead. It can\xe2\x80\x99t use this feature if the effect imposes the  frightened  condition. \n'b'  Fearful . Hubrun, the Big Goblin has disadvantage on all saving throws against the  frightened  condition. \n'b'  Actions \n'b'   Multiattack . Hubrun, the Big Goblin makes two greatclub attacks. \n'b'  Greatclub .  Melee Weapon Attack : +8 to hit, reach 15 ft., one target.  Hit : 23 (4d8 + 5) bludgeoning damage. \n'b'  Rock .  Ranged Weapon Attack : +8 to hit, range 90/360 ft., one target.  Hit : 27 (4d10 + 5) bludgeoning damage. \n'b'  Legendary Actions \n'b' Hubrun, the Big Goblin can take 3  legendary actions , choosing from the options below. Only one  legendary action  can be used at a time and only at the end of another creature\xe2\x80\x99s turn. Hubrun, the Big Goblin regains spent  legendary actions  at the start of its turn. \n'b'   Greatclub . Hubrun makes one greatclub  attack . \n'b'  Stomp (2 Actions) . All creatures of Huge  size  or smaller that are in contact with the ground within 50 feet of Hubrun, the Big Goblin must succeed on a DC 16  Strength  saving throw or fall  prone . \n'b'  About \n'b' Hubrun is not the biggest creature you\xe2\x80\x99ll meet, but is certainly the largest  goblin  you encounter. He is stronger, tougher, dumber, and more cowardly than any other goblin, too. \n'b'  Champion of Goblinkind . Hubrun has no problem crushing most threats to goblinoids with his club or thrown rocks. His weak will makes it easy for goblin chieftains and priests to manipulate him into fighting for them. However, the rank-and-file goblins all but worship him. \n'b'  Warped by Goblin Gods . Though the exact origins of Hubrun, the Big Goblin are unknown to goblinkind, he has been blessed with long life by goblin standards. The goblin gods made Hubrun, the Big Goblin out of a  giant , to punish him for destroying their most sacred sacrifice pits and stealing their treasures. They addled his mind and reshaped his features to be goblin-like, so that he would come to serve them and learn of the ills that goblinkind suffer in the world.'