D&D Denizens Goblins (10035815)

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D&D Denizens: Goblins

A Glut of Goblins
Introduction: The Monster Manual lists only two options for goblins: the basic goblin
(CR 1/4) and the goblin boss (CR 1). This document provides a range of other goblin
types and archetypes to flesh out any goblin tribe, ranging from CR 1/4 to CR 3.

A guidebook to goblins for any campaign


Written by Scott Holden
Layout by Pauline Benney
Art by Claudio Pozas, used with permission from Fiery Dragon Productions

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The yells and yammering, croaking, gibbering


and jabbering, howls and growls and curses,
shrieking and shrinking that followed were beyond description.
J.R.R. Tolkien, The Hobbit

Goblins!

The following new goblins can flesh out almost any goblinoid tribe in your game, wherever the campaign may be set.
Goblin Beast-Master

Small humanoid (goblinoid), neutral evil


Armor Class 18 (breastplate, shield)
Hit Points 40 (9d6 + 9)
Speed 30 ft.

Lance. Melee Weapon Attack. +3 to hit, reach 5


ft., one target. Hit: 14 (2d12 + 1) piercing damage.
Scimitar. Melee Weapon Attack. +5 to hit, reach
5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Javelin. Melee or Ranged Weapon Attack. +5 to
hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3)
piercing damage.

A goblin beast-master is famed among goblinoids for its uncanny ability to befriend all
manner of beasts but especially those that
most other races consider ill-natured. Of
course, its entirely possible that others consider these creatures ill-natured because of
their association with goblins.
Goblin Beast- Rider

STR DEX CON INT WIS CHA


13 (+1) 16 (+3) 12 (+1) 10 (+0) 15 (+2) 10 (+0)

Small humanoid (goblinoid), neutral evil


Armor Class 16 (studded leather, shield)
Hit Points 14 (4d6)
Speed 30 ft.

Skills Animal Handling +6, Perception +4,


Stealth +7
STR DEX CON INT WIS CHA
Senses darkvision 60 ft.; passive Perception 14
10 (+0) 14 (+2) 10 (+0) 10 (+0) 12 (+1) 8 (-1)
Language Common, Goblin
Challenge 2 (450 xp)
Skills Animal Handling +3, Stealth +6
Senses darkvision 60 ft.; passive Perception 11
Beast Master. The beast-master has advantage
on Wisdom (Animal Handling) checks relating Language Common, Goblin
to bats, lizards, rats, spiders, and wolves, in- Challenge 1/2 (100 xp)
cluding dire or giant varieties. Mounting such
a beast costs the beast-master 5 feet of moveBeast Master. The beast-master has advantage
ment, rather than half its speed.
on Wisdom (Animal Handling) checks relating
Cavalry Training. When the beast-master hits to bats, lizards, rats, spiders, and wolves, ina target with a melee attack while mounted cluding dire or giant varieties. Mounting such
on a beast, the beast can make a melee attack a beast costs the beast-master 5 feet of moveagainst the same target as a reaction.
ment, rather than half its speed.
Deft Lancer. The goblin beast-master deals Nimble Escape. The goblin can take the Disenone extra die of damage when wielding a lance gage or Hide action as a bonus action.
(included in the attack below).
Nimble Escape. The goblin can take the Disen- Actions
gage or Hide action as a bonus action.
Scimitar. Melee Weapon Attack. +4 to hit, reach
5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Actions
Dart. Ranged Weapon Attack. +4 to hit, range
Multiattack. The beast-master makes two 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing
scimitar attacks.
damage.
2

D&D Denizens: Goblins

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Beast-riders tend not to mix with normal, lesser goblins if they can avoid it, considering themselves elite and special. For their part, other goblins pretty much just consider beast-riders to be
smelly. Well, maybe smelly and obnoxious.
Goblin Bomber

Small humanoid (goblinoid), neutral evil


Armor Class 15 (leather armor, shield)
Hit Points 9 (2d6 + 2)
Speed 30 ft.
STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 12 (+1) 10 (+0) 8 (-1) 8 (-1)
Skills Stealth +6
Senses darkvision 60 ft.; passive Perception 9
Language Common, Goblin
Challenge 1/4 (50 xp)

Hit Points 45 (10d6 + 10)


Speed 30 ft.

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action.
STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 13 (+1) 12 (+1) 13 (+1) 11 (+0)
Actions
Dagger. Melee or Ranged Weapon Attack. +4
to hit, reach 5 ft. or range 20/60 ft., one target. Skills Acrobatics +5, Intimidation +4, Stealth +7
Hit: 4 (1d4 + 2) piercing damage.
Senses darkvision 60 ft.; passive Perception 11
Fire Bomb (Recharge 5-6). The goblin bomber Language Common, Goblin
chooses a point within 60 feet. Each creature in Challenge 3 (700 xp)
a 5-foot-radius sphere centered on that point
must make a DC 12 Dexterity saving throw. A
target takes 10 (3d6) fire damage on a failed Nimble Escape. The goblin can take the Disensave, or half as much damage on a successful gage or Hide action as a bonus action.
one. The fire ignites flammable objects in the
area that arent being worn or carried.
Actions
Multiattack. The goblin chief makes two melee
Few things bring a glint to the eye of a typi- or ranged attacks.
cal goblin like something burning prefera- Scimitar. Melee Weapon Attack. +5 to hit, reach
bly something alive, or at least recently alive. 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
The goblin bomber takes this love of fire to a
new level, launching deadly projectiles at just Shortbow. Ranged Weapon Attack. +5 to hit,
range 80/320 ft., one target. Hit: 6 (1d6 + 3)
about anything that might ignite.
piercing damage.
Goblin Chief
Reactions
Small humanoid (goblinoid), neutral evil
Armor Class 17 (studded leather, shield)

Redirect Attack. When a creature the goblin


chief can see targets it with an attack, the chief

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D&D Denizens: Goblins

chooses another goblin within 5 feet of itself. Sharpshooter and skulk, the deadeye serves
The two goblins swap places, and the chosen its tribe almost as often as it serves itself,
goblin becomes the target instead.
and thats saying something for a goblin. The
Uncanny Dodge. When an attacker that the gob- deadeye has a cunning mind for traps, amlin chief can see hits it with an attack, the chief bushes, and skullduggery.
can use its reaction to halve the attacks damage.

Goblin Shaman

Small humanoid (goblinoid), neutral evil


Served by one or more goblin bosses who
handle the day-to-day running of the tribe, Armor Class 14 (hide)
a goblin chief tends to turn his eye to more Hit Points 14 (4d6)
significant matters: for example, sleeping,
eating, counting treasure, or exercising his Speed 30 ft.
chiefs privilege with the other goblins wives.
STR DEX CON INT WIS CHA
Goblin Deadeye
8 (-1) 14 (+2) 11 (+0) 11 (+0) 13 (+1) 8 (-1)
Small humanoid (goblinoid), neutral evil
Skills Medicine +2, Nature +2, Stealth +6
Senses darkvision 60 ft.; passive Perception 11
Language Common, Goblin
Challenge 1/2 (100 xp)

Armor Class 15 (studded leather)


Hit Points 17 (5d6)
Speed 30 ft.
STR DEX CON INT WIS CHA
8 (-1) 16 (+3)10 (+0) 10 (+0) 11 (+0) 8 (-1)

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action.

Skills Perception +4, Stealth +7


Senses darkvision 60 ft.; passive Perception 14
Language Common, Goblin
Challenge 1 (200 xp)

Spellcasting. The goblin shaman is a 2nd-level


spellcaster. Its spellcasting ability is Wisdom
(spell save DC 11, +3 to hit with spell attacks).
The shaman has the following druid spells prepared:
Cantrips (at will): druidcraft, poison spray

Deft Escape. The goblin deadeye can take the 1st level (3 slots): detect magic, faerie fire, healDash, Disengage, or Hide action as a bonus action. ing word
Sneak Attack (1/Turn). The goblin deadeye
deals an extra 7 (2d6) damage when it hits a Actions
target with a weapon attack and has advan- Shortsword. Melee Weapon Attack. +4 to hit,
tage on the attack roll, or when the target is reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing
within 5 feet of an ally of the deadeye that isnt damage.
incapacitated and the deadeye doesnt have
Dart. Ranged Weapon Attack. +4 to hit, range 20/60
disadvantage on the attack roll.
ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Actions

Reactions
Shortsword. Melee Weapon Attack. +5 to hit,
reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing Reactive Poison. When the goblin shaman
would be hit with a melee attack, it may cast
damage.
poison spray as a reaction.
Shortbow. Ranged Weapon Attack. +5 to hit,
range 30/120 ft., one target. Hit: 6 (1d6 + 3)
piercing damage.
The goblin shaman is not exactly feared by
its fellow goblins, nor even respected. Most
4

D&D Denizens: Goblins

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goblins dont much care one way or the other, Poisoned Dart (Recharge 4-6). Ranged Weapactually. Still, the shaman usually manages on Attack. +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage , plus
to get its own way.
5 (2d4) poison damage and the target must
Goblin Viper
succeed on a DC 10 Constitution saving throw
or be poisoned for 1 minute. On a successful
Small humanoid (goblinoid), neutral evil
save, the target takes only half damage from
the poison.
Armor Class 15 (leather, shield)
Hit Points 10 (3d6)
The viper is every bit as quick and deadly as
Speed 30 ft.
it sounds. Overly fond of poisons and toxins,
most vipers will go out of their way quite
STR DEX CON INT WIS CHA
far out of their way to inflict their favorite
8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 8 (-1)
pastime on other living creatures.
Skills Stealth +6
Senses darkvision 60 ft.; passive Perception 9
Language Common, Goblin
Challenge 1/2 (100 xp)

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action.
Actions

Shortsword. Melee Weapon Attack. +4 to hit, reach


5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Goblin Witchdoctor

Small humanoid (goblinoid), neutral evil


Armor Class 14 (hide)
Hit Points 24 (7d6)
Speed 30 ft.
STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 10 (+0) 12 (+1) 15 (+2)

Skills Arcana +4, Nature +4, Stealth +6


Dart. Ranged Weapon Attack. +4 to hit, range 20/60
Senses darkvision 60 ft.; passive Perception 11
ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Language Common, Goblin
Challenge 2 (450 xp)

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action.
Spellcasting. The witchdoctor is a 5th-level
spellcaster. Its spellcasting ability is Charisma
(spell save DC 12, +4 to hit with spell attacks).
The witchdoctor knows the following spells:
Cantrips (at will): chill touch, minor illusion,
poison spray, thaumaturgy
1st level (4 slots): bane, detect magic, healing
word, magic missile
2nd level (3 slots): blindness/deafness, prayer
of healing, web
3rd level (2 slots): bestow curse, hypnotic pattern

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D&D Denizens: Goblins

Actions

Reactions

Dagger. Melee or Ranged Weapon Attack. +4 Redirect Attack. When a creature the witchto hit, reach 5 ft. or range 20/60 ft., one target. doctor can see targets it with an attack, the
Hit: 4 (1d4 + 2) piercing damage.
witchdoctor chooses another goblin within 5
Quarterstaff. Melee Weapon Attack. +1 to hit, feet of itself. The two goblins swap places, and
reach 5 ft., one target. Hit: 2 (1d6-1) bludgeon- the chosen goblin becomes the target instead.

ing damage, or 3 (1d8-1) bludgeoning damage


if used in two hands
Goblin witchdoctors are rare, quite skilled
in both offensive and healing magic. They are
often counselors to powerful chiefs or leaders
in their own right.

D&D Denizens: Goblins

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