Goblins

Monster Manual, 166

Goblin Warrior CR: 1/4

Small humaniod, neutral evil
Armor Class: 15 (leather armor)
Hit Points: 7 2d6
Speed: 30 ft.

STR

8 -1

DEX

14 +2

CON

10 +0

INT

10 +0

WIS

8 -1

CHA

8 -1

Skills: stealth +6
Senses: darkvision 60 ft, passive perception 9
Languages: Common, Goblin
Challenge Rating: 1/4 ( 50 XP)

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.

Bonus Actions

Nimble Escape Take the disengage or hide action as a bonus action on each turn.

Usual Tactics

Goblins are rarely found alone. They tend to group up in large quantities and often have a stronger patron.

Goblins are small, evil creatures who thrive on death and depravity. They are often greenish or brown of skin and have long, pointed ears sticking out straight on the sides of their heads.

Suggested Environments

dungeons, mines, Underdark, Feydark


Homebrew

Goblin Necromancer CR: 1/2

Tiny goblin, magic, any
Armor Class: 10
Hit Points: 20
Speed: 30 ft

STR

8 -1

DEX

10 +0

CON

10 +0

INT

10 +0

WIS

13 +1

CHA

8 -1

Skills: Stealth +6
Can Disengage or Hide as a Bonus Action each turn
Senses: Darkvision 60ft
Challenge Rating: 1/2

At will: Summon Goblin Zombies
As an action on its turn, the Goblin Necromancer can revive up to 3 fallen Goblins.

Actions

Dagger. +2 to hit, 2 1d4 piercing damage


Monster Manual, 166

Goblin Zombie CR: 1/4

Small humaniod, neutral evil
Armor Class: 15 (leather armor)
Hit Points: 7 2d6
Speed: 30 ft.

STR

8 -1

DEX

14 +2

CON

14 +2

INT

8 -1

WIS

6 -2

CHA

6 -2

Skills: stealth +6
Damage Immunities: poison
Condition Immunities: poison
Senses: darkvision 60 ft, passive perception 8
Languages: Common, Goblin
Challenge Rating: 1/4 ( 50 XP)

Undead Fortitude. If damage reduced the zombie to 0 HP, it must make a Con save DC 5+the damage taken, unless the damage is radiant or a critical hit. On a success, the zombie drops to 1 HP instead.

Actions

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

Bonus Actions

Nimble Escape Take the disengage or hide action as a bonus action on each turn.

Usual Tactics

Goblins are rarely found alone. They tend to group up in large quantities and often have a stronger patron.

Goblin Zombies have been brought back to an unnatural life.

Suggested Environments

dungeons, mines, Underdark, Feydark



Cover image: by Tara O'Neill

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