Beruflich Dokumente
Kultur Dokumente
A Glut of Goblins
Introduction: The Monster Manual lists only two goblins: the typical 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.
by Scott Holden
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The yells and yammering, croaking, gibbering and jab- Skills Animal Handling +5, Stealth +6
bering, howls and growls and curses, shrieking and Senses darkvision 60 ft.; passive Perception 11
shrinking that followed were beyond description.
Languages Common, Goblin
J.R.R. Tolkien, The Hobbit
Challenge 1/2 (100 xp)
Actions
Armor Class 18 (breastplate, shield)
Scimitar. Melee Weapon Attack. +4 to hit, reach 5 ft., one
Hit Points 40 (9d6 + 9) target. Hit: 5 (1d6 + 2) slashing damage.
Speed 30 ft. Dart. Ranged Weapon Attack. +4 to hit, range 20/60 ft.,
one target. Hit: 4 (1d4 + 2) piercing damage.
STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 12 (+1) 10 (+0) 15 (+2) 10 (+0)
Goblin Bomber
Skills Animal Handling +6, Perception +4, Stealth +7 Small humanoid (goblinoid), neutral evil
Senses darkvision 60 ft.; passive Perception 14
Armor Class 15 (leather armor, shield)
Languages Common, Goblin
Hit Points 9 (2d6 + 2)
Challenge 2 (450 xp)
Speed 30 ft.
Beast Master. The goblin beast-master has advantage
on Wisdom (Animal Handling) checks relating to bats,
lizards, rats, spiders, and wolves, including dire or giant STR DEX CON INT WIS CHA
varieties. Mounting such a beast costs the beast-master 8 (-1) 14 (+2) 12 (+1) 10 (+0) 8 (-1) 8 (-1)
5 feet of movement, rather than half its speed.
Deft Lancer. The goblin beast-master deals one extra die of Skills Stealth +6
damage when wielding a lance (included in the attack below). Senses darkvision 60 ft.; passive Perception 9
Nimble Escape. The goblin can take the Disengage or Languages Common, Goblin
Hide action as a bonus action.
Challenge 1/4 (50 xp)
Actions Nimble Escape. The goblin can take the Disengage or
Hide action as a bonus action.
Multiattack. The goblin beast-master makes two attacks
with its scimitar. The second attack has advantage.
Actions
Lance. Melee Weapon Attack. +3 to hit, reach 5 ft., one
Dagger. Melee or Ranged Weapon Attack. +4 to hit,
target. Hit: 14 (2d12 + 1) piercing damage.
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2)
Scimitar. Melee Weapon Attack. +5 to hit, reach 5 ft., one piercing damage.
target. Hit: 6 (1d6 + 3) slashing damage.
Fire Bomb (Recharge 5-6). The goblin bomber chooses
Javelin. Ranged Weapon Attack. +5 to hit, range 30/120 a point within 60 feet. Each creature in a 5-foot-radius
ft., one target. Hit: 6 (1d6 + 3) piercing damage. sphere centered on that point must make a DC 12 Dex-
terity saving throw. A target takes 10 (3d6) fire damage
on a failed save, or half as much damage on a successful
Goblin Beast-Rider one. The fire ignites flammable objects in the area that
Small humanoid (goblinoid), neutral evil arent being worn or carried.
Goblin Shaman
Skills Acrobatics +5, Intimidation +4, Stealth +7
Small humanoid (goblinoid), neutral evil
Senses darkvision 60 ft.; passive Perception 11
Languages Common, Goblin
Armor Class 14 (hide)
Challenge 3 (700 xp)
Hit Points 14 (4d6)
Nimble Escape. The goblin can take the Disengage or
Speed 30 ft.
Hide action as a bonus action.
Actions
Goblin Deadeye Shortsword. Melee Weapon Attack. +4 to hit, reach 5 ft.,
Small humanoid (goblinoid), neutral evil one target. Hit: 5 (1d6 + 2) piercing damage.
Dart. Ranged Weapon Attack. +4 to hit, range 20/60 ft.,
Armor Class 15 (studded leather) one target. Hit: 4 (1d4 + 2) piercing damage.
Hit Points 17 (5d6)
ReActions
Speed 30 ft.
Redirect Attack. When a creature the goblin shaman can
see targets it with an attack, the shaman chooses another
STR DEX CON INT WIS CHA goblin within 5 feet of itself. The two goblins swap places,
8 (-1) 16 (+3) 10 (+0) 10 (+0) 11 (+0) 8 (-1) and the chosen goblin becomes the target instead.
4 Goblins! Not for resale. Permision granted to print or photocopy this document for personal use only.