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e.g. 18d10 + 36
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Dice Goblin
Sticky Fingers. Once on each of its turns when the Dice Goblin hits a creature, it can attempt to steal a small item. The target must succeed on a DC 13 Dexterity saving throw or drop or lose a small object (such as a potion, focus, or coin pouch).
Leave it to The Dice Gods. At the start of each of the Dice Goblin’s turns, it rolls the following dice, gaining benefits based on the results until the start of its next turn:
Actions
Multiattack. The Dice Goblin makes two attacks.
Dagger of Chance. Melee Weapon Attack: +5 to hit, reach 5 ft., one target Hit: 1d8 + 3 piercing damage and use the d8 rolled effect.
Sling of Odds. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target Hit: 1d8 + 3 bludgeoning damage and use the d8 rolled effect.
Bonus Action - Nimble Escape. The Dice Goblin takes the Disengage or Hide action.
Bonus Action - Loaded Reroll (Recharge 5–6). The Dice Goblin rerolls one of its dice and must use the new result.
Reactions
Loaded Dice. At the start of combat, the Dice Goblin rolls two d20s and records the results. When a creature the Dice Goblin can see within 60 feet makes an attack roll, ability check, or saving throw, the Dice Goblin can use its reaction to replace the roll with one of these recorded results.
Legendary Actions
. The Dice Goblin can take 2 legendary actions, choosing from the option below. It can take only one legendary action at a time and only at the end of another creature’s turn. The Dice Goblin regains all expended legendary actions at the start of its turn
All or Nothing. The Dice Goblin rolls a d20 and gains the corresponding effect: 1–10. The Dice Goblin takes 1d6 psychic damage. 11–15. The Dice Goblin has advantage on its next attack roll. 16–19. The next time the Dice Goblin hits with an attack before the end of its next turn, the attack deals an extra 1d8 damage. 20. The Dice Goblin immediately takes one additional action.