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Goblins

Goblins

Goblin Minion

  • Size: Small
  • Type: Fey (Goblinoid)
  • Alignment: Chaotic Neutral
  • AC: 12
  • Initiative: +2 (12)
  • HP: 7 (2d6)
  • Speed: 30 ft.
ATTRVALMODSAVE
STR8-1-1
DEX15+2+2
CON10+0+0
INT10+0+0
WIS8-1-1
CHA8-1-1
  • Skills: Stealth +6
  • Gear: Daggers (3)
  • Senses: Darkvision 60 ft.; Passive Perception 9
  • Languages: Common, Goblin
  • CR: 1/8 (XP 25; PB +2)

Actions

Dagger. Melee or Ranged Attack Roll: +4, reach 5 ft. or range 20/60 ft. Hit: 4 (1d4 + 2) Piercing damage.

Bonus Actions

Nimble Escape. The goblin takes the Disengage or Hide action.

Goblin Warrior

  • Size: Small
  • Type: Fey (Goblinoid)
  • Alignment: Chaotic Neutral
  • AC: 15
  • Initiative: +2 (12)
  • HP: 10 (3d6)
  • Speed: 30 ft.
ATTRVALMODSAVE
STR8-1-1
DEX15+2+2
CON10+0+0
INT10+0+0
WIS8-1-1
CHA8-1-1
  • Skills: Stealth +6
  • Gear: Leather Armor, Scimitar, Shield, Shortbow
  • Senses: Darkvision 60 ft.; Passive Perception 9
  • Languages: Common, Goblin
  • CR: 1/4 (XP 50; PB +2)

Actions

Scimitar. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage, plus 2 (1d4) Slashing damage if the attack roll had Advantage.

Shortbow. Ranged Attack Roll: +4, range 80/320 ft. Hit: 5 (1d6 + 2) Piercing damage, plus 2 (1d4) Piercing damage if the attack roll had Advantage.

Bonus Actions

Nimble Escape. The goblin takes the Disengage or Hide action.

Goblin Boss

  • Size: Small
  • Type: Fey (Goblinoid)
  • Alignment: Chaotic Neutral
  • AC: 17
  • Initiative: +2 (12)
  • HP: 21 (6d6)
  • Speed: 30 ft.
ATTRVALMODSAVE
STR10+0+0
DEX15+2+2
CON10+0+0
INT10+0+0
WIS8-1-1
CHA10+0+0
  • Skills: Stealth +6
  • Gear: Chain Shirt, Scimitar, Shield, Shortbow
  • Senses: Darkvision 60 ft.; Passive Perception 9
  • Languages: Common, Goblin
  • CR: 1 (XP 200; PB +2)

Actions

Multiattack. The goblin makes two attacks, using Scimitar or Shortbow in any combination.

Scimitar. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage, plus 2 (1d4) Slashing damage if the attack roll had Advantage.

Shortbow. Ranged Attack Roll: +4, range 80/320 ft. Hit: 5 (1d6 + 2) Piercing damage, plus 2 (1d4) Piercing damage if the attack roll had Advantage.

Bonus Actions

Nimble Escape. The goblin takes the Disengage or Hide action.

Reactions

Redirect Attack. Trigger: A creature the goblin can see makes an attack roll against it. Response: The goblin chooses a Small or Medium ally within 5 feet of itself. The goblin and that ally swap places, and the ally becomes the target of the attack instead.

Lore & Background

Goblins are small, cunning humanoids known for their mischievous nature, tribal society, and surprising adaptability. These creatures have survived in a world dominated by larger, stronger races through wit, stealth, and an innate talent for finding opportunity in chaos. Goblin society is built around small tribes led by the strongest or most cunning individual, with a loose hierarchy that can change rapidly based on success in raids or challenges to leadership.

Despite their reputation as simple raiders and bandits, goblins possess a complex culture with their own language, traditions, and even crude forms of art and music. They are natural tinkerers and scavengers, able to create surprisingly effective tools and weapons from discarded materials. Many goblins serve larger, more powerful creatures like hobgoblins or bugbears, but free goblin tribes can be found in forests, caves, and ruins throughout the world.

Combat Tactics

Goblins rely on numbers, stealth, and dirty fighting to overcome their physical disadvantages. They prefer to attack from ambush, using their Nimble Escape ability to disengage and hide after striking. Their small size allows them to move through spaces that larger creatures cannot, giving them tactical advantages in cramped environments.

When fighting in groups, goblins coordinate their attacks to overwhelm single targets, often focusing on spellcasters or other vulnerable opponents. They're not above using poison, traps, or environmental hazards to even the odds. Goblins are cowardly when facing superior force but can be surprisingly brave when defending their homes or young.

Encounter Ideas

The Goblin Market: A goblin tribe has established a hidden marketplace where they trade stolen goods and offer services to other monsters and outcasts. The party must navigate goblin politics and customs to obtain information or items they need.

Pest Control: A goblin infestation in a town's sewers has grown out of control, with the creatures stealing food and shiny objects while causing general mayhem. The party must find a way to deal with the goblins without causing a massacre.

The Goblin King: An unusually charismatic goblin has united several tribes and begun organizing raids against nearby settlements. The party must infiltrate the goblin stronghold and either negotiate with the leader or eliminate the threat.

Unlikely Allies: A goblin tribe offers to help the party in exchange for protection from a larger threat, such as orc raiders or a dragon. The party must decide whether to trust these traditional enemies and risk being betrayed.

Environmental Effects

Goblins significantly alter their environment through their scavenging and building activities. Crude fortifications made from salvaged materials mark their territory, while hidden traps and warning systems protect their lairs. Refuse piles and scrap heaps accumulate around goblin settlements, creating both obstacles and potential resources.

Animal populations in goblin territory often show signs of stress from hunting pressure, while vegetation may be damaged by goblin construction projects. Noise levels increase in areas with active goblin populations due to their constant chatter and activity.

Treasure

Goblins are compulsive collectors of shiny objects and useful items, leading to eclectic treasure hoards. Coins of various denominations are mixed with buttons, bottle caps, and small mirrors. Weapons and armor are typically crude but functional, often modified or repaired with whatever materials are available.

Stolen goods from raids might include jewelry, tools, and household items of varying value. Goblin crafts such as bone ornaments, scrap metal sculptures, and crude paintings have little monetary value but can provide insight into goblin culture.

Plot Hooks

The Goblin Spy Network: Goblins throughout the region have been gathering information for a mysterious master, using their small size and stealth to infiltrate areas where larger spies would be noticed. The party must uncover who is organizing this network and what they're planning.

Goblin Innovation: A particularly clever goblin inventor has created a device that could revolutionize warfare or magic, but other factions are trying to steal or destroy the invention. The party must protect the goblin and their creation from those who would exploit or eliminate them.

The Great Migration: Goblin tribes across the land are abandoning their traditional territories and moving toward a common destination, causing chaos and conflict wherever they travel. The party must discover what is driving this mass migration and whether it represents a threat or opportunity.

Goblin Diplomacy: Two major factions are on the brink of war, and a goblin tribe holds crucial information that could prevent or escalate the conflict. The party must convince the goblins to share what they know while navigating the complex politics of the situation.