Goblins
Monster Manual, 166
Goblin Warrior CR: 1/4
STR
8 -1
DEX
14 +2
CON
10 +0
INT
10 +0
WIS
8 -1
CHA
8 -1
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.
Suggested Environments
dungeons, mines, Underdark, Feydark
Homebrew
Goblin Necromancer CR: 1/2
STR
8 -1
DEX
10 +0
CON
10 +0
INT
10 +0
WIS
13 +1
CHA
8 -1
Can Disengage or Hide as a Bonus Action each turn
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
STR
8 -1
DEX
14 +2
CON
14 +2
INT
8 -1
WIS
6 -2
CHA
6 -2
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.
Suggested Environments
dungeons, mines, Underdark, Feydark
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