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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.
Goblin Armiger
STR
DEX
CON
INT
WIS
CHA
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
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
Actions
Actions
Bugbear Footpad
STR
DEX
CON
INT
WIS
CHA
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.