D&D Denizens Goblins (10035815)
D&D Denizens Goblins (10035815)
D&D Denizens Goblins (10035815)
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.
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Players Handbook, Monster Manual, Dungeon Masters Guide, D&D Adventurers League, all other
Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained
herein is prohibited without the express written permission of Wizards of the Coast.
2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Bochat 31, 2800 Delmont, CH. Represented by Hasbro Europe, 4 The Square,
Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Goblins!
The following new goblins can flesh out almost any goblinoid tribe in your game, wherever the campaign may be set.
Goblin Beast-Master
Not for resale. Permision granted to print or photocopy this document for personal use only.
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
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)
Not for resale. Permision granted to print or photocopy this document for personal use only.
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
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action.
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
Not for resale. Permision granted to print or photocopy this document for personal use only.
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
Goblin Witchdoctor
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
Not for resale. Permision granted to print or photocopy this document for personal use only.
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.
Not for resale. Permision granted to print or photocopy this document for personal use only.