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A Goblinoid Bestiary

his document presents new monsters for


players in your campaigns to encounter,
supplementing those found in the Monster
Manual. These monsters are rely heavily on
Recharge-based martial mechanics, and are
designed so that they can be used in any
campaign or campaign setting.

Monsters and NPCs by Challenge Rating


Monster

Challenge

Goblin Armiger

Goblin Gutternsipe

Bugbear Footpad

Hobgoblin Charioteer

Goblinoids
Goblin Armiger
Goblin Armigers are elite goblin warriors who wear armor
stuffed with alchemist's fire. When wounded in battle they
detonate these vests, igniting themselves and those around
them, and gleefully fight to the death. Hobgoblins make
extensive use of Goblin Armigers, especially amongst their
cavalry units.

Goblin Guttersnipe
Guttersnipes are the ranged combat specialists among goblin
warrens. Though their bows don't have the range, or the
power, of the longbows and crossbows of larger races
Guttersnipes attempt to make up for that with sheer weight of
fire and the toxic filth they tend to tip their arrows with. To be
a guttersnipe is a prized position for a goblin, and the most
successful warrens and armies field entire units of
guttersnipes against their foes.

Hobgoblin Charioteers
Hobgoblin Charioteers are specialist soldiers in Hobgoblin
armies and mercenary units. While most fight from the backs
of chariots, they are tasked to other land vehicles and can be
found protecting wagons, landships, and carriages when they
must. In battle the Charioteers chain themselves to their
vehicles to avoid being dismounted by their foes.

Bugbear Footpad
Bugbear Footpads aren't true Chieftains, but best compared
to the human conception of a sergeant. They lead small
bands of other bugbears on raids into hostile territory, or in
proper combat when a tribe is at war. They're formidable
fighters, and make other bugbears far more lethal threats.

Credit: Raymond Swanland

Goblin Armiger

Small humanoid (goblinoid), neutral evil


Armor Class 15 (Shield)
Hit Points 14 (2d6)
Speed 30ft.

STR

DEX

CON

INT

WIS

CHA

8 (-1) 16 (+3) 11 (+0) 10 (+0) 12 (+1) 8 (-1)


Skills Acrobatics +5, Stealth +7
Senses darkvision 60 ft., passive Perception 9
Languages Common, Goblin
Challenge 1 (200 XP)

Nimble Escape. The goblin can take the Disengage


or Hide action as a bonus action on each of its
turns Watch This. The goblin has advantage on
Acrobatics rolls, may make Acrobatics rolls instead
of Athletics rolls when jumping and climbing, and
uses Dexterity to determine jump distance

Actions
Scimitar. Melee Weapon Attack: +5 to hit, reach
5ft., one target. Hit 6 (1d6 + 3) slashing damage
Javelin. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 30/120 ft., one target. Hit 5
(1d6+2) piercing damage.
Immolate (1/day). The goblin detonates his
alchemist fire vest, enveloping himself and a 5 foot
radius around him in a fiery explosion. All creatures
in the area must make a DC 13 Dexterity saving
Throw. Creatures that fail this saving throw take 10
(4d4) fire damage and are set aflame (As
Alchemist's Fire). Creatures that succeed take half
damage and are not set aflame. The goblin always
fails this save.

Hobgoblin Charioteer
(On Chariot)

Goblin Guttersnipe
Small humanoid (goblinoid), neutral evil

Large Humanoid (Goblinoid), Lawful Evil

Armor Class 14 (Leather Armor)


Hit Points 14 (2d6)
Speed 30ft.

STR

DEX

CON

INT

WIS

CHA

8 (-1) 16 (+3) 11 (+0) 10 (+0) 8 (-1) 8 (-1)


Skills Stealth +7
Senses darkvision 60 ft., passive Perception 9
Languages Common, Goblin
Challenge 1 (200 XP)

Nimble Escape. The goblin can take the Disengage


or Hide action as a bonus action on each of its
turns

Armor Class 18 (Plate)


Hit Points 64 (10d8+20)
Speed 50ft.

STR

DEX

CON

INT

WIS

CHA

15 (+2) 14 (+2) 15 (+2) 12 (+1) 10 (+0) 13 (+1)


Skills Athletics (+4), Handle Animal +3, Proficiency
(Land Vehicles) +6
Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin
Challenge 4 (1100 XP)

Dagger. Melee Weapon Attack: +5 to hit, reach 5ft.,


one target. Hit 5 (1d4 + 3) slashing damage

Martial Advantage. Once per turn, the hobgoblin can


deal an extra 7 (2d6) damage to a creature it hits
with a weapon attack if that creature is within 5
feet of an ally of the hobgoblin that isn't
incapacitated.

Shortbow. Melee or Ranged Weapon Attack: +5 to


hit, range 30/120 ft., one target. Hit 6 (1d6+3)
piercing damage plus 2 (1d4) poison damage.

Mounted Combatant. The hobgoblin has advantage


on attack rolls against opponents who are not
mounted

Fan Fire (Recharge 6). Choose a ten foot radius circle


within 120 feet of the goblin. The goblin makes a
Shortbow attack with disadvantage against all
hostile creatures in that circle.

Actions

Actions

Multiattack. The hobgoblin makes two Pike attacks


or two Longbow attacks or performs the Overrun
Action.
Pike. Melee Weapon Attack: +4 to hit, reach 10ft.,
one target. Hit 7 (1d10 + 2)
Longbow. Melee or Ranged Weapon Attack: +5 to
hit, range 120/600 ft., one target. Hit 6 (1d8+2)
piercing damage.
Overrun (Recharge 5-6). The Chariot moves 100
feet in a straight line, through any medium-orsmaller sized creatures and objects in that line.
Large or larger creatures, drops, and large or larger
objects with more than 27 health stop this
movement. Any creature moved through must
make a DC13 Dexterity Saving Throw. On a failure,
they take 27 (6d8) bludgeoning damage, on a
success they take half that much damage.

Bugbear Footpad

Medium Humanoid (Goblinoid), Chaotic Evil


Armor Class 16 (Hide Armor, Shield)
Hit Points 38 (7d8+7)
Speed 30ft.

STR

DEX

CON

INT

WIS

CHA

17 (+3) 14 (+2) 13 (+1) 8 (-1) 13 (+1) 12 (+1)


Skills Stealth +6, Survival +2
Senses darkvision 60 ft., passive Perception 11
Languages Common, Goblin
Challenge 3 (700 XP)

Brute. A melee weapon deals one extra die of its


damage when the bugbear hits with it (included in
the attack)
Surprise Attack. If the bugbear surprises a creature
and hits it with an attack during the first round of
combat, the target takes an extra 7 (2d6) damage
from the attack.

Actions
Morningstar Melee Weapon Attack: +5 to hit, reach
10ft., one target. Hit 12 (2d8 + 3)
Javelin. Melee or Ranged Weapon Attack: +5 to hit,
reach 5ft. or range 30/120 ft., one target. Hit 6
(1d6+3) piercing damage.
Expose (Recharge 5-6). The bugbear makes a
Morningstar attack against an adjacent target. If it
hits, the target must make a DC 13 Strength saving
throw or have their movement reduced to 0 ft. until
the end of its next turn. In addition, a bugbear who
hits a creature with its movemend reduced by this
ability deals its sneak attack damage to that
creature.
Sweeping Attack (Recharge 6). The bugbear makes a
Morningstar attack against all hostile creatures
within a 5 ft. radius of the bugbear. All creatures hit
by this attack must make a DC 13 Strength Saving
Throw or be knocked back five feet.

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