Goblinoids

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Hobgoblins


Hobgoblin Soldier

Medium humanoid (goblinoid), lawful evil


  • Armor Class 18 (chain mail, shield)
  • Hit Points 11 (2d8 + 2)
  • Speed 30ft.

STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 9 (-1)

  • Senses darkvision 60ft., passive Perception 10
  • Languages Common, Goblin
  • Challenge 1/2 (100 XP)

Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.

Actions

Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) slashing damage, or 6 (1d10+1) slashing damage if used with two hands.

Javelin. Melee or Ranged Weapon Attack: +3 to hit, reach 5ft., or range 30/120 ft., one target. Hit: 4 (1d6+1) piercing damage.

Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8+1) piercing damage.

Hobgoblin soldiers make up the rank and file of Hobgoblin armies. While not the strongest or the swiftest, they are highly organized and well trained, maintaining formation and fighting as one. One could quickly find themselves overpowered were they to underestimate a squad of Hobgoblins. Sometimes they wield longbows and fight from afar, other times they just have javelins for skirmishing prior to a melee. Hobgoblin armies are nothing if not flexible.

Great care should be taken in fighting them. Splitting their formation or taking advantage of their tightly packed lines is much more advisable than rushing to meet them head on.

Variant, Hobgoblin Elite Soldier

Some Hobgoblins are veterans of many battles. They are tougher and more durable than their peers, and have the following changes:

  • They have 22 (4d8 + 4) hit points
  • They have the skills Athletics +3, Perception +2
  • Their passive Perception is 12
  • Their CR is 1 (200 XP)

Hobgoblin Pathfinder

Medium humanoid (goblinoid), lawful evil


  • Armor Class 15 (chain shirt)
  • Hit Points 17 (3d8 + 3)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 13 (+1) 10 (+0) 13 (+1) 9 (-1)

  • Skills Nature +4, Perception +5, Stealth +6, Survival +5
  • Senses darkvision 60ft., passive Perception 15
  • Languages Common, Goblin
  • Challenge 1 (200 XP)

Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.

Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) slashing damage.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage.

Hobgoblin pathfinders are the scouts and foresters of Hobgoblin armies. They excel both in trail blazing and foraging, but also in ambush and sniping in the midst of battle. Even Elven archers can quickly fall prey to a Hobgoblin archers when caught between their skirmishers and their arrows.


Hobgoblin Worg Rider

Medium humanoid (goblinoid), lawful evil


  • Armor Class 16 (chainmail)
  • Hit Points 32 (5d8 + 10)
  • Speed 30 ft. (40 ft. when mounted)

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 14 (+2) 10 (+0) 14 (+2) 9 (-1)

  • Skills Animal Handling +4, Perception +4
  • Senses darkvision 60ft., passive Perception 14
  • Languages Common, Goblin, Worg
  • Challenge 2 (450 XP)

Charge. While the hobgoblin is mounted, if it travels at least 20ft in a straight line immediately before making a weapon attack, it gains a +5 bonus to the attack's damage roll if it hits.

Martial Advantage. Once per turn, the hobgoblin can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.

Actions

Glaive. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit 7 (1d10+2) slashing damage.

Flail. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8+2) bludgeoning damage.

Hand Crossbow. Ranged Weapon Attack: +3 to hit, range 30/90 ft., one target. Hit: 4 (1d6+1) piercing damage.

Hobgoblin worg riders are the heavy cavalry of Hobgoblin armies. They're usually found riding the fearsome Worg. A creature deadly to tame, and even deadlier to fight. Their charges are known to shatter even the most disciplined and hardy infantry. Sometimes they operate as heavy infantry on foot, usually after their Worg tries to eat them but fails. Some fight with glaives, others wield spiked flails. Both should be avoided.

Variant, Hobgoblin Light Rider

Sometimes hobgoblin riders aren't as heavily armed or armored, and neither is their mount. For light riders, they have the following changes:

  • They have 19 (3d8+6) hit points.
  • Their Martial Advantage bonus damage is 7 (2d6).
  • Their CR is 1 (200 XP)
  • They ride standard Worgs if mounted.

Hobgoblin Armored Worg

Large monstrosity, chaotic evil


  • Armor Class 15 (barding)
  • Hit Points 30 (4d10+8)
  • Speed 40ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 7 (-2) 11 (+0) 8 (-1)

  • Skills Perception +4
  • Senses darkvision 60ft., passive Perception 14
  • Languages Goblin, Worg
  • Challenge 1 (200 XP)

Keen Hearing and Smell. The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.


Worg

Large monstrosity, chaotic evil


  • Armor Class 13 (natural armor)
  • Hit Points 26 (4d10+4)
  • Speed 50ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 13 (+1) 7 (-2) 11 (+0) 8 (-1)

  • Skills Perception +4
  • Senses darkvision 60ft., passive Perception 14
  • Languages Goblin, Worg
  • Challenge 1/2 (100 XP)

Keen Hearing and Smell. The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.


Hobgoblin Lancer

Medium humanoid (goblinoid), lawful evil


  • Armor Class 16 (chain mail)
  • Hit Points 26 (4d8 + 8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+1) 10 (+0) 10 (+0) 9 (-1)

  • Senses darkvision 60ft., passive Perception 10
  • Languages Common, Goblin
  • Challenge 1 (200 XP)

Martial Advantage. Once per turn, the hobgoblin can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.

Actions

Pike. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10+2) piercing damage.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5ft., or range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage.

Lancers (can't really call them Pike"men" now can I?) are usually made up of harder stuff than the rank and file of Hobgoblin armies. They operate either in pike formations as you see in human or dwarven armies, and also as a second line behind regular footsoldiers who close in.

While it differs based on tactics and opponents, be wary of charging into a lancer in any scenario, chances are they're holding their pike at the ready, waiting to strike any fool who dares test their guard. .

Variant, Light Lancer

These are just common Hobgoblin Soldiers wielding a pike. Use the Hobgoblin Solder stat block but with 16 AC (no shield) and no Longsword or Longbow attack. Instead they have:

Pike. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 6 (1d10+1) piercing damage.


Hobgoblin Sniper

Medium humanoid (goblinoid), lawful evil


  • Armor Class 15 (chain shirt)
  • Hit Points 26 (4d8 + 8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 14 (+2) 10 (+0) 13 (+1) 9 (-1)

  • Skills Perception +3
  • Senses darkvision 60ft., passive Perception 13
  • Languages Common, Goblin
  • Challenge 2 (450 XP)

Martial Advantage. Once per turn, the hobgoblin can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.

Sniper. The hobgoblin's ranged weapon attacks ignore half cover and three-quarters cover.

Actions

Multiattack. The hobgoblin makes two weapon attacks.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.

Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8+3) piercing damage.

Hobgoblins can make fine archers if they take the time to study it. They spend most of their lives training for war, and while most will focus on honing their skills in melee, others will take great pride in their precision at range. Hobgoblin snipers as they are so called, can easily dispatch you from afar. Especially if you're tied up with skirmishers and soldiers in your face.

And especially don't count on them accidentally hitting their compatriots. They take training seriously, and war even more so. Any hobgoblin in the ranks of their snipers has numerous battles under their belt, so if anyone's getting hit by an arrow in that kind of situation, it's going to be you.


Hobgoblin Captain

Medium humanoid (goblinoid), lawful evil


  • Armor Class 17 (half plate)
  • Hit Points 39 (6d8 + 12)
  • Speed 30ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 14 (+2) 12 (+1) 10 (+0) 13 (+1)

  • Skills Athletics +4, Intimidation +3, Perception +2
  • Senses darkvision 60ft., passive Perception 12
  • Languages Common, Goblin
  • Challenge 3 (700 XP)

Martial Advantage. Once per turn, the hobgoblin can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.

Actions

Multiattack. The hobgoblin makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing damage.

Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 8 (1d12+2) piercing damage.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated.

The leaders of Hobgoblin armies are the Warlord and his loyal Captains. They keep order through a mix of fear, respect, and competence. Often times you see them leading from the front lines, and make no mistake, that respect they command is well earned. They are terrible to behold and make Hobgoblin warriors all the more effective.

Usually they wade into battle with their elite cohort flanking them, making taking them head on an inadvisable strategy. Assassination and sharpshooting is preferable to trading blows in my experience. And as organized as Hobgoblins are, without leaders they'll run and turn to infighting just like the overgrown goblins they are.


Hobgoblin Warlord

Medium humanoid (goblinoid), lawful evil


  • Armor Class 20 (plate, shield)
  • Hit Points 97 (13d8 + 39)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 14 (+2) 11 (+0) 15 (+2)

  • Saving Throws Int +5, Wis +4, Cha +5
  • Skills Animal Handling +4, Athletics +6, Intimidation +5, Perception +2, Persuasion +5
  • Senses darkvision 60ft., passive Perception 12
  • Languages Common, Goblin
  • Challenge 6 (2,300 XP)

Martial Advantage. Once per turn, the hobgoblin can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.

Actions

Multiattack. The hobgoblin makes three melee attacks or two javelin attacks.

Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands.

Shield Bash. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 5 (1d4+3) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Javelin. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6+3) piercing damage.

Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 8 (1d12+2) piercing damage.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated.

Reactions

Parry. The hobgoblin adds 3 to its AC against one melee attack that would hit it. To do so, the hobgoblin must see the attacker and be wielding a melee weapon.


Hobgoblin Iron Shadow

Medium humanoid (goblinoid), lawful evil


  • Armor Class 15 (unarmored defense)
  • Hit Points 32 (5d8 + 10)
  • Speed 40ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 15 (+2) 14 (+2) 15 (+2) 11 (+0)

  • Skills Acrobatics+5, Athletics +4, Stealth +5
  • Senses darkvision 60ft., passive Perception 12
  • Languages Common, Goblin
  • Challenge 2 (450 XP)

Spellcasting. The hobgoblin is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared:

Cantrips (at will): minor illusion, prestidigitation, true strike

1st level (3 slots): charm person, disguise self, expeditious retreat, silent image

Unarmored Defense. While the hobgoblin is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Actions

Multiattack. The hobgoblin makes four attacks, each of which can be an unarmed strike or a dart attack. It can also use Shadow Jaunt once, either before or after one of the attacks.

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage.

Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4+3) piercing damage.

Shadow Jaunt. The hobgoblin magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Both the space it is leaving and its destination must be in dim light or darkness.

Assassins, skirmishers, enigmas. The so-called Iron Shadows of the Hobgoblins are seldom seen but seem to operate on some higher rung of society. They possess some strange form of teleportation as well. Formations and guards are all but useless against keeping them at bay.

Luckily they seem to be a secret organization more tasked to keeping other Hobgoblins in line than being infiltrators. But when a Hobgoblin host arrives, make sure to keep the gatehouses and secret doors with triple the guards around them, otherwise an Iron Shadow will have that army inside faster than you knew he was even wearing a mask.


Hobgoblin Devastator

Medium humanoid (goblinoid), lawful evil


  • Armor Class 13 (studded leather)
  • Hit Points 45 (7d8 + 14)
  • Speed 30ft.

STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 14 (+2) 16 (+3) 13 (+1) 11 (+0)

  • Skills Arcana +5
  • Senses darkvision 60ft., passive Perception 10
  • Languages Common, Goblin
  • Challenge 4 (1,100 XP)

Arcane Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a damaging spell attack if that target is within 5 feet of an ally of the hobgoblin and that ally isn't incapacitated.

Army Arcana. When the hobgoblin casts a spell that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw.

Spellcasting. The hobgoblin is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared:

Cantrips (at will): acid splash, fire bolt, ray of frost, shocking grasp

1st level (4 slots): fog cloud, magic missile, thunderwave

2nd level (3 slots): gust of wind, Melf's acid arrow, scorching ray

3rd level (3 slots): fireball, fly, lightning bolt

4th level (1 slot): ice storm

Actions

Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage, or 5 (1d8+1) bludgeoning damage if used with two hands.

Mages. Trained explicitly on how to craft their spells in such a manner as to not harm their own troops and disrupt their own formations. And make no mistake, they're every bit as capable of exploiting a gap in your defense opened up by another hobgoblin, only this time it'll be a bolt of acid instead of a blade.


Hobgoblin Cleric

Medium humanoid (goblinoid), lawful evil


  • Armor Class 14 (chain shirt)
  • Hit Points 27 (5d8 + 5)
  • Speed 30ft.

STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 13 (+1) 16 (+3) 12 (+1)

  • Skills Medicine +7, Persuasion +3, Religion +3
  • Senses darkvision 60ft., passive Perception 13
  • Languages Common, Goblin
  • Challenge 3 (700 XP)

Dark Tribute. As a bonus action, the hobgoblin can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) necrotic damage to a target on a hit. This benefit lasts until the end of the turn. If the hobgoblin expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.

Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.

Spellcasting. The hobgoblin is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following cleric spells prepared:

Cantrips (at will): light, thaumaturgy, toll the dead

1st level (4 slots): cure wounds, inflict wounds, sanctuary

2nd level (3 slots): lesser restoration, spiritual weapon

3rd level (2 slots): dispel magic, spirit guardians

Actions

Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage.

Clerics to their evil deities of war and destruction, but Clerics all the same. They'll keep hobgoblins alive as best they can, auxiliaries less so. So either make sure that hobgoblin you stabbed is dead or get to the Cleric first.

I would almost say it's good news that even their clergy are every bit as bred for war as their farmers, since it means you don't usually have to fight through a battle line to reach them. At the same time it also makes fighting them a far more dangerous thing to accomplish.


Hobgoblin War Cleric

Medium humanoid (goblinoid), lawful evil


  • Armor Class 17 (scale mail, shield)
  • Hit Points 45 (7d8 + 14)
  • Speed 30ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 14 (+2) 14 (+2) 17 (+3) 12 (+1)

  • Skills Medicine +8, Persuasion +4, Religion +5
  • Senses darkvision 60ft., passive Perception 13
  • Languages Common, Goblin
  • Challenge 6 (2,300 XP)

Dark Tribute. As a bonus action, the hobgoblin can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) necrotic damage to a target on a hit. This benefit lasts until the end of the turn. If the hobgoblin expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.

Martial Advantage. Once per turn, the hobgoblin can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.

Spellcasting. The hobgoblin is an 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following cleric spells prepared:

Cantrips (at will): light, thaumaturgy, resistance, toll the dead

1st level (4 slots): command, cure wounds, healing word, shield of faith

2nd level (3 slots): hold person, magic weapon, spiritual weapon, protection from poison

3rd level (3 slots): crusader's mantle, dispel magic, revivify, spirit guardians

4th level (2 slots): guardian of faith, stoneskin

Actions

Multiattack. The hobgoblin makes two warhammer attacks.

Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) bludgeoning damage or 7 (1d10+2) bludgeoning damage if wielded in two hands.

Bugbears


Bugbear

Medium humanoid (goblinoid), chaotic evil


  • Armor Class 16 (hide armor, shield)
  • Hit Points 27 (5d8+5)
  • Speed 30ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 13 (+1) 8 (-1) 11 (+0) 9 (-1)

  • Skills Stealth +6, Survival +2
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Goblin
  • Challenge 1 (200 XP)

Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).

Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Actions

Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8+2) piercing damage.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6+2) piercing damage in melee or 5 (1d6+2) piercing damage at range.

Bugbears are savage and cruel things, but rarely a threat even to outlying farms and villages. They seem mostly content to hunt and forage and fight each other. This of course all changes when the Hobgoblins assemble their armies. When this happens you can expect bugbears to rally to their banner.


Bugbear Thug

Medium humanoid (goblinoid), chaotic evil


  • Armor Class 15 (chain shirt)
  • Hit Points 33 (6d8+6)
  • Speed 40ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 13 (+1) 8 (-1) 11 (+0) 9 (-1)

  • Skills Stealth +6, Survival +2
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Goblin
  • Challenge 2 (450 XP)

Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).

Rusher. Opportunity attacks made against the bugbear are made with disadvantage.

Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Actions

Greatclub. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8+2) bludgeoning damage, and a creature hit must succeed on a DC 12 Strength saving throw or be knocked 5 ft. back and prone.

Sweeping Attack (Recharge 5-6). The Bugbear targets two creatures adjacent to each other within reach of it and makes a single Greatclub attack against both.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6+2) piercing damage in melee or 5 (1d6+2) piercing damage at range.

Bugbear Thugs are the shock troops of Hobgoblin armies. Although they don't use shields, hobgoblins see fit to grant the "elite" hobgoblins with metal armor. And their reckless fighting certainly seems to require it. They rush in, seemingly uncaring of injury or threat, and unleash wide sweeping blows on the densest part of a battle line. They'll send any not hardy enough sprawling to the ground with their enormous clubs.


Bugbear Bulwark

Medium humanoid (goblinoid), chaotic evil


  • Armor Class 17 (chain shirt, shield)
  • Hit Points 39 (6d8+12)
  • Speed 30ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 14 (+2) 8 (-1) 11 (+0) 9 (-1)

  • Skills Athletics +4, Stealth +6, Survival +2
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Goblin
  • Challenge 2 (450 XP)

Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).

Spiked Shield. When the bugbear successfully shoves a creature, that creature also takes 4 (1d4+2) piercing damage.

Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Actions

Multiattack. The bugbear makes one attack with its morningstar and makes one shove attack.

Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8+2) piercing damage.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6+2) piercing damage in melee or 5 (1d6+2) piercing damage at range.

The Bulwarks rush in after the Thugs have broken a line. A tactic you'll never see except when Hobgoblins make them do it, but occasionally you get one who keeps the shield and armor after a Hobgoblin host breaks up. Either way, any Bugbear strong enough to be called a Bulwark is a nasty brute in battle, and often a leader for any Bugbears nearby.

Killing them isn't easy, but it's usually effective at breaking morale.


Bugbear Murderer

Medium humanoid (goblinoid), chaotic evil


  • Armor Class leather (14)
  • Hit Points 33 (6d8+6)
  • Speed 30ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 13 (+1) 8 (-1) 11 (+0) 9 (-1)

  • Skills Stealth +7, Survival +2
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Goblin
  • Challenge 2 (450 XP)

Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).

Silencer. If the bugbear surprises a creature and successfully grapples it during the first round of combat, the target becomes restrained and cannot speak. The bugbear can use its action on subsequent turns to use a garrote attack.

Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Actions

Multiattack. The bugbear makes two attack with its javelin. It cannot use its Garrote attack against a creature unless it is Restrained by the bugbear.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6+2) piercing damage in melee or 5 (1d6+2) piercing damage at range.

Garrote. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 17 (4d6+3) bludgeoning damage.

With how big and smelly they are you wouldn't think Bugbears are so sneaky, yet they are. Murderers seem to have fully embraced this way of silent killings. They are ambushers and assassins, using their garrotes to silence their victims. In open battles they seem to prefer to hang back and use javelins, though only marginally. They're just as content to charge into battle and skewer you with them.


Bugbear Chief

Medium humanoid (goblinoid), chaotic evil


  • Armor Class 17 (chain shirt, shield)
  • Hit Points 65 (10d8 + 20)
  • Speed 30ft.

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 14 (+2) 11 (+0) 12 (+1) 11 (+0)

  • Skills Athletics +5, Intimidation +2, Stealth +6, Survival +3
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Goblin, Common
  • Challenge 3 (700 XP)

Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).

Heart of Hruggek. The bugbear has advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.

Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Actions

Multiattack. The bugbear makes two melee attacks.

Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) piercing damage.

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 10 (2d6+3) piercing damage in melee or 6 (1d6+3) piercing damage at range.

Bubear leaders are usually just the strongest one among them. They wear the best gear the tribe has found, and fights with the best weapons they've stolen. When called to a hobgoblin host they are the first to receive real weapons and armor, and even command a decent amount of respect.

Though more because Bugbears are dangerous, savage, and unpredictable, even within a great war host. Should one too many battles be lost, or peace overstay its welcome, Bugbear chiefs and champions will be the first to start a fight. Always with hobgoblin "trophy" warriors whose heads they have been eying for sacrifice since they joined the war party.


Bugbear Champion of Hruggek

Medium humanoid (goblinoid), chaotic evil


  • Armor Class 16 (breastplate)
  • Hit Points 91 (14d8 + 20)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 11 (+0) 14 (+2) 13 (+1)

  • Skills Athletics +7, Intimidation +4, Perception +5, Stealth +8, Survival +5
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Goblin, Common
  • Challenge 5 (1,800 XP)

Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).

Heart of Hruggek. The bugbear has advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.

Glory to Hruggek. If the bugbear decapitates a creature it gains 14 (4d6) temporary hit points.

Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Actions

Multiattack. The bugbear makes two attacks.

Executioner's Axe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12+4) slashing damage. A creature reduced to 0 HP from this attack must make a DC 13 Dexterity saving throw. On a failed save, the creature is slain instantly and decapitated.

Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6+4) piercing damage in melee or 7 (1d6+4) piercing damage at range.

To the Bugbear, the executioner's axe is every bit as much a weapon as a holy symbol. Any Bugbear who wields one commands respect from his tribe and blessings from his fell god of war in equal measure.

Goblins


Goblin Runt

Small humanoid (goblinoid), chaotic evil


  • Armor Class 12 (unarmored)
  • Hit Points 5 (2d6 - 2)
  • Speed 30ft.

STR DEX CON INT WIS CHA
7 (-2) 14 (+2) 9 (-1) 10 (+0) 12 (+1) 7 (-2)

  • Skills Perception +3, Stealth +6
  • Senses Darkvision 60 ft., passive Perception 13
  • Languages Goblin
  • Challenge 1/8 (25 XP)

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.

Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.

Some goblins are even more puny and non-threatening than even other goblins. These runts are the first to be picked on and the first to flee if the situation arises. They usually don't even have any armor or real weapons to fight with. However, they are much more alert than their normally simple minded kin.

Probably used to watching out for other goblins or orcs due to their shoddy predicament in life.


Goblin

small humanoid, chaotic evil


  • Armor Class 15 (leather armor, shield)
  • Hit Points 7 (2d6)
  • Speed 30ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 8 (-1)

  • Skills Stealth +6
  • Senses Darkvision 60 ft., passive Perception 9
  • Languages Goblin
  • Challenge 1/4 (50 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.

The weak and cowardly goblin. More than a few have died right after thinking that. Make no mistake, what these little monsters lack in brawn and bravado they more than make up for with cunning and cutthroat. They will use any dirty trick in the book to stay alive, especially at the expense of other goblins.

And the only thing they value less than the life of another goblin is yours.

Variant, Goblin Elite

Some Goblins are veterans of many battles. They are tougher and more durable than their peers, and have the following changes:

  • They have 14 (4d6) hit points
  • They have the skills Acrobatics +4, Perception +1
  • Their passive Perception is 11
  • Their CR is 1/2 (100 XP)

Goblin Looter

small humanoid, chaotic evil


  • Armor Class 16 (pots and pans)
  • Hit Points 18 (4d6+4)
  • Speed 25ft.

STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 12 (+1) 10 (+0) 8 (-1) 9 (-1)

  • Skills Athletics +4, Stealth +3
  • Senses Darkvision 60 ft., passive Perception 9
  • Languages Goblin
  • Challenge 1/2 (100 XP)

"Armor". The goblin has disadvantage on Dexterity checks and saving throws and its speed is reduced by 5 ft (included in the stat block).

Actions

Woodcutter's Axe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage or 6 (1d8+2) slashing damage if wielded in two hands.

Javelin. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6+2) piercing damage.

Goblins love to steal things, even things that are normally worthless or impractical. Sometimes you see a goblin walking around in a cast iron pot, holding an axe that you'd think would be too big for it.

They're not agile, and they're definitely not quiet, but they're also significantly stronger than the average goblin.


Goblin Poisoner

small humanoid, chaotic evil


  • Armor Class 14 (leather)
  • Hit Points 10 (3d6)
  • Speed 30ft.

STR DEX CON INT WIS CHA
9 (-1) 16 (+3) 10 (+0) 11 (+0) 8 (-1) 9 (-1)

  • Skills Perception +1, Stealth +7
  • Senses Darkvision 60 ft., passive Perception 11
  • 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.

Weak Poison. As an action, the goblin can coat its weapon or up to three pieces of ammunition in a weak poison it made. The poison lasts for up to 1 minute in open air. Any creature hit by the poison must succeed on a DC 10 Constitution saving throw or take 1d6 poison damage and become Poisoned until the start of the goblin's next turn.

Actions

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.

Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage.

Goblins are sneaky and untrustworthy, but clever. Expect at least a few to know how to be able to make crude poisons. They're also a bit more experienced in general than normal goblin rabble, so they can put up a better fight.

And trust me. You don't want to know what they make the poison out of.


Goblin Light Piker

small humanoid, chaotic evil


  • Armor Class 13 (leather)
  • Hit Points 10 (3d6)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 11 (+0) 11 (+0) 8 (-1) 8 (-1)

  • Skills Stealth +4
  • Senses Darkvision 60 ft., passive Perception 9
  • Languages Goblin
  • Challenge 1/2 (100 XP)

Keep em' at Bay. The goblin can use its reaction to make a pike attack with Disadvantage when a creature enters its reach. If it hits, that creature's speed immediately becomes 0 for the rest of the turn.

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

Crude Pike. Melee Weapon Attack: +2 to hit, reach 10 ft., one target. Hit: 4 (1d8) piercing damage.

Javelin. Melee or Ranged Weapon Attack: +2 to hit, range 30/120 ft., one target. Hit: 3 (1d6) piercing damage.

Some goblins managed to figure out that the further away things are the better, and fashioned them a crude pike to better ensure that. They even managed to figure out how to halt a charge with their sticks. Crafty little creatures, I'll give them that.


Goblin Piker

small humanoid, chaotic evil


  • Armor Class 15 (chain shirt)
  • Hit Points 18 (4d6+4)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 11 (+0) 8 (-1) 8 (-1)

  • Skills Stealth +4
  • Senses Darkvision 60 ft., passive Perception 9
  • Languages Goblin
  • Challenge 1 (200 XP)

Keep em' at Bay. The goblin can use its reaction to make a pike attack with Disadvantage when a creature enters its reach. If it hits, that creature's speed immediately becomes 0 for the rest of the turn.

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

Pike. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 6 (1d10+1) piercing damage.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.

Javelin. Melee or Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 4 (1d6+1) piercing damage.

The ones smart enough to get their hands on a real pike, and strong and sturdy enough to use it effectively should be treated with caution. Normally they've even managed to get their hands on some real armor too.


Goblin Knight

small humanoid, chaotic evil


  • Armor Class 17 (chain shirt, shield)
  • Hit Points 14 (4d6)
  • Speed 30ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 10 (+0) 11 (+0) 8 (-1)

  • Skills Animal Handling +4, Stealth +6
  • Senses Darkvision 60 ft., passive Perception 9
  • Languages 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.

Net. Ranged Weapon Attack: +4 to hit, range 10/20 ft., one target. Hit: Restrained (escape DC 12).


Wolf

Medium beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 11 (2d8+2)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)

  • Skills Perception +3, Stealth +4
  • Senses low-light vision, passive Perception 13
  • Languages
  • Challenge 1/4 (50 XP)

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) piercing damage, and the target must succeed on a DC 11 Strength saving throw or be knocked prone.


Goblin Boss

small humanoid, chaotic evil


  • Armor Class 17 (chain shirt, shield)
  • Hit Points 21 (6d6)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 11 (+0) 8 (-1) 10 (+0)

  • Skills Intimidation +2, Stealth +6
  • Senses Darkvision 60 ft., passive Perception 9
  • Languages Common, Goblin
  • Challenge 1 (200 XP)

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

Multiattack. The goblin makes two attacks with its scimitar. The second attack has disadvantage.

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.

Reactions

Redirect Attack. When a creature the goblin can see targets it with an attack, the goblin chooses another goblin within 5 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead.

Goblin bosses are meaner and meatier than your average cave squatting goblin. They rule through fear and to a lesser degree, their combat prowess. They're also quick to throw their subjects under the carriage so to speak, or even quite literally, if it can save their own skin.


Goblin "knights" as they are often jokingly called, are the more well-equipped and dangerous of goblin wolf riders. Sometimes even the lesser among them will ride Dire Wolves or Worgs into battle, but usually that honor (and danger) is reserved for the goblin knights.

While not true cavalry they are effective skirmishers and nearly impossible to escape from if they're on your trail. Especially because they always seem to carry a Net.


Goblin Hero

small humanoid, chaotic evil


  • Armor Class 17 (breastplate)
  • Hit Points 45 (10d6+10)
  • Speed 35ft.

STR DEX CON INT WIS CHA
13 (+1) 17 (+3) 13 (+1) 12 (+1) 12 (+1) 14 (+2)

  • Saving Throws Strength +3 Dex +5
  • Skills Acrobatics +5, Athletics +5, Intimidation +4, Perception +3, Stealth +7
  • Senses Darkvision 60 ft., passive Perception 13
  • Languages Common, Goblin
  • Challenge 3 (700 XP)

Fury of the Small (3/day). When the goblin damages a creature with an attack and the creature's size is larger than it, it can cause the attack to deal 10 extra damage to the creature. It can only use this ability once per turn.

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

Multiattack. The goblin makes two attacks.

Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.

Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the goblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the goblin. A creature can benefit from only one Leadership die at a time. This effect ends if the goblin is incapacitated.

Reactions

Redirect Attack. When a creature the goblin can see targets it with an attack, the goblin chooses another goblin within 5 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead.

Any goblin called a hero is usually done so in jest, but the times it's not be wary. Even the most pathetic of creatures can occasionally create something to be feared.


Goblin Assassin

small humanoid, chaotic evil


  • Armor Class 15 (leather)
  • Hit Points 36 (8d6+8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 12 (+1) 12 (+1) 10 (+0) 9 (-1)

  • Saving Throws Dex +6
  • Skills Acrobatics +6, Stealth +8
  • Senses Darkvision 60 ft., passive Perception 9
  • Languages Common, Goblin
  • Challenge 4 (1,100 XP)

Evasion. If the goblin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the goblin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Nimble Escape. The goblin can take the Dash, Disengage or Hide action as a bonus action on each of its turns.

Sneak Attack (1/Turn). The goblin deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the goblin that isn't incapacitated and the goblin doesn't have disadvantage on the attack roll.

Actions

Multiattack. The goblin makes two attacks with its scimitar or shortbow.

Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage, and the target must succeed on a DC 12 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d6+4) piercing damage, and the target must succeed on a DC 12 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Goblins are natural sneaks. The smart and lucky ones turn it into an art form. Perhaps not the most prestigious of assassins, goblin assassins are nonetheless deadly. They find employment across the realm. They find coin from men, orcs, elves, and even dwarves, as dishonorable as it may be.

But dishonor cannot normally be levied by the dead.


Nilbog

small humanoid (goblinoid), chaotic evil


  • Armor Class 13 (leather)
  • Hit Points 7 (2d6)
  • Speed 30ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 15 (+2)

  • Skills Stealth +6
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Common, Goblin
  • Challenge 1 (200 XP)

Innate Spellcasting. The nilbog's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:

At will: mage hand, Tasha's hideous laughter, vicious mockery

1/day: confusion

Nilbogism. Any creature that attempts to damage the nilbog must first succeed on a DC 12 Charisma saving throw or be charmed until the end of the creature's next turn. A creature charmed in this way must use its action praising the nilbog. The nilbog can't regain hit points, including through magical healing, except through its Reversal of Fortune reaction.

Nimble Escape. The nilbog can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

Fool's Scepter. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.

Reactions

Reversal of Fortune. In response to another creature dealing damage to the nilbog, the nilbog reduces the damage to 0 and regains 1d6 hit points.

Goblin spelled backwards. They seem to be some kind of mad spirit, a possessed goblin obsessed with pain, mischief, and misfortune. Some kind of cosmic magic is at work that turns blades and minds away from them.

They still die if you simply beat them to a pulp, of course, it's just less about finesse and more about hitting them a lot at this point.


Goblin Shaman

small humanoid (goblinoid), chaotic evil


  • Armor Class 12 (16 with barkskin)
  • Hit Points 20 (8d6-8)
  • Speed 25ft.

STR DEX CON INT WIS CHA
7 (-2) 14 (+2) 9 (-1) 10 (+0) 15 (+2) 12 (+1)

  • Saving Throws Wisdom +4, Charisma +3
  • Skills Animal Handling +4, Medicine +4, Persuasion +3, Stealth +4
  • Senses darkvision 60ft., passive Perception 12
  • Languages Common, Goblin, Druidic
  • Challenge 2 (450 XP)

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Shamanistic Chant. The goblin knows the following spells, which it can cast as a ritual without expending spell slots:

beast sense, detect magic, detect poison and disease, feign death

Spellcasting. The goblin is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:

Cantrips (at will): magic stone, mold earth, shillelagh

1st level (4 slots): entangle, healing word, snare

2nd level (3 slots): barkskin, beast sense

3rd level (3 slots): dispel magic, flame arrows

Actions

Quarterstaff. Melee Weapon Attack: +0 to hit, (+4 to hit with shillelagh) reach 5 ft., one target. Hit: 1 (1d6-2) bludgeoning damage, or 2 (1d8-2) bludgeoning damage if used with two hands, or 6 (1d8+2) with shillelagh.

Goblin magic is rare, crude, and usually shamanistic. Their chants and bone throwing still produce noticeable results, and they can certainly use potent if unrefined magic.

However, they're also usually decrepit and old, so their bones break really easy when you hit them with a hammer.


Goblin Booyahg

small humanoid, chaotic evil


  • Armor Class 12 (15 with mage armor)
  • Hit Points 14 (4d6)
  • Speed 30ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 12 (+1)

  • Skills Stealth +6
  • Senses Darkvision 60 ft., passive Perception 9
  • Languages 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.

Spellcasting. The goblin is a 2nd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). The goblin knows the following sorcerer spells:

Cantrips (at will): firebolt, mage hand, minor illusion, prestdigitation

1st level (3 slots): burning hands, color spray, mage armor

Unstable Magic. When the goblin casts any spell, including a cantrip, the goblin invokes a wild magic surge from the Wild Magic Surge table (PHB 104).

Actions

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft. or range 20/60ft., one target. Hit: 4 (1d4+2) piercing damage.

Some goblins are borne into the world with a natural affinity for magic, but neither the patience or the forethought to truly study it. Rather, they simply harness that raw, destructive, formless magic that binds the word together, and hastily evoke it into wild but faithful imitations of more refined magics.

You'll know the presence of a booyahg by its tribe's battle cry. Booyahg! Booyahg! Booyahg!

Goblin Variants

Some goblins are more well adapted to specific environments, much like how vermin grow thicker coats in the winter.

Sea Goblins

These goblins infest coastal regions and swamps. Sporting a slimy skin and gilled necks, they prefer to stick to the shallows and hidden coves and eek out a pitiful existence when they're not raiding fishing ships and villages along the sea.

  • Amphibious. The goblin can breathe air and water.
  • Swim Speed 30ft.
Spider Goblins

Who knows if this was the work of a fell sorcerer or a truly unholy matrimony.

  • Bite. Melee Weapon Attack. Finesse. Reach 5ft. 1d4 piercing damage.
  • Goblin Venom (1/Day). When the goblin hits a creature with a bite attack, it can inject that creature with a natural venom. That creature must succeed on a DC 10 Constitution saving throw or take 7 (2d6) poison damage and become poisoned for 1 hour, or half as much damage on a failed save. A creature reduced to 0 hit points by the poison is stable but paralyzed for the full duration.
  • Spider Climb. The goblin can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Climb Speed 30ft.
  • Increase the DC of any spider goblin below CR 1 by one CR tier.
Snow Goblins

These goblins seem to be able to retain fat and body heat better than other goblins. They even grow a dull greyish white coat of fur they usually fail to keep clean. The harsh climate of the tundras to the north also makes them somewhat more cunning and resourceful in finding food.

  • Cold Resistance. The goblin has resistance to cold damage, and does not suffer the effects of extreme cold.
  • Survival +3
 

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