Goblin Variants

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Goblins From the wildest forests to the most sprawling metropolises, there's no place in the world you ‘won't find goblins. For these small, individually ‘weak creatures, survival is the greatest virtue. It's A Living. Life is unfair to goblins. Is the one ‘thing they can count on. Goblins are rarely granted ‘mercy or kindness by larger folk, and in return they rarely extend it to others. Goblins are often found in the service of more powerful ereatures, particularly larger goblinoids such as hobgoblins. When faced with impossible tasks or unfair expectations, goblins grumble and ‘complain, plot petty revenge, then roll up their sleeves and get to work. Where other creatures might turn up their noses at disgusting, cramped environments, goblins see opportunity. They will carve out space ‘where none exists, flourishing in the cracks of civi- lization or in the unforgiving wilderness. Expert Opportunists. Goblins often lurk in civilizations liminal spaces: in abandoned mines within raiding distance of a village, or ina sprawling sewer beneath a city. Goblins can find a use for almost anything, from broken or discarded gear to abandoned tunnels to the rotting husks of long-dead. ‘trees. Goblin equipment is frequently scavenged or ‘crafted out of unlikely materials. Goblins rarely risk ‘combat, except when they are certain they have the upper hand, They will gladly take your discarded food, however—and, if you're not careful, what ever else is on your table and in the bag you left unattended, as wel. Feral Glee. Goblins take their joy wherever they can find it. An unsupervised moment to play is a prize they cherish more than food or treasure. It may not last long, but goblins can make a game out of anything, and they respond well to anyone who plays along. Legends and Lore With a History or Nature check, characters can learn the following: DC 10 Goblins are small humanoids. While many find them disgusting, they are clever and resourceful creatures. DC 15 Goblins rarely attack unless they ‘outnumber their foes. For every goblin you see, there are usually two more lurking nearby. DG 20 Goblins sometimes serve larger human- ids or train giant rats as watchdogs or mounts. Goblin Encounters Goblins can eke out an existence in nearly any environment ER 0-2 1d4 goblins; goblin with blood hawk or giant rat ‘Treasure 25 gp, 150 sp, 3 potions of climbing, 2 potions of healing ER 3-44 to 6 goblins with goblin boss, goblin warlock, or 2 goblin specialists; 3 or 4 goblins riding worgs (or Large rats with the statistics of worgs); 3 or 4 goblins with bugbear, death dog, or ogre; 4 to 6 goblin specialists Treasure 100 gp, $00 sp, dented silver helmet (75 gp), hollow book containing 2 potions of growth and 2 potions of healing, 6 +1 arrows ER 5-10 goblin boss and 146 + 6 goblins with ‘one of the following: cave bear or goblin warlock, 2 half-ogres, 3 goblin specialists, or 4 hobgoblins or worgs ‘Treasure 400 gp, 1,000 sp, silver and garnet necklace (250 gp), a wagon full of trade goods (500 gp), hat of disguise, immovable rod Signs 1 DC15 Perception or Survival check: small footprints 2 DC 15 Perception or Survival check: a concealed trap, such asa hunting trap, pt trap, of tripwire 3° A filthy campsite 4 A looted corpse or an arrow-riddled game animal 5A dead goblin 6 Discarded gear, such as a broken short- sword, an arrow stuck in the ground, or a smashed bottle Lone Behavior Group Behavior in Settled Land 1-3 Scouting or patrolling for a larger group 1 Ona raid, setting fire to a barn 4. Exileds will betray its former comrades’ 2. Stealing panicky horses, several goblins to location to well-armed travelers (unless it’s a horse a doublecross?) 3. With goods to trade 5 Loaded down with stolen treasure a RE ap aac ne cao eee 6 A goblin with no tribe; it knows the local asca wll Group Behavior Underground Group Behavior in Desert or Grasstand ©) O™# ling servants of a tough monster Tei ra oe a 2 Struggling to open a stuck door or crawl 1. Drinking and filling waterskins at a well ioc ita eect « oe 3 Spreading caltrops 2. Hungry; arguing about the direction of the een a 4 Sleeping, guarded by a drowsy sentry PME: vo Laon tue way eatoush the 5 Looking down from holes in the ceiling, conn prepared to shoot arrows and drop rocks 6 Hiding in ambush behind giant mushrooms, 4 Living in an abandoned temple or palace ealapuincs, ferainie, or lle Group Behavior in Hills or Mountains Gob jin Namos 1 Hiding at a peak or clifftop, waiting to ambush travelers Blacktooth, Briarbones, Dinda, Flea, Flundercork, Grimgargle, Gurp, One-Toe, Ood, Skirn, Thrunk, 2. Dragging a stumbling dwarf captive back to —_Vivvle their camp 3. Fleeing from tyrannical hobgoblin masters 4. Scouting near their lair Group Behavior in Tundra 1 Pulling and riding in a dogsled 2) Shivering next too eampice 3 Having a snowball fight 4 Lying in ambush under snow Group Behavior in Forest, Junele, or Swamp 1. Hiding in the underbrush, waiting to ambush travelers 2. Stealthily surrounding an isolated homestead 3. Setting fires or preparing a fire trap 4 Lying in ambush in the trees, armed with nets GOBLIN SMALL HUMANOID (GOBLINOID) AC 13 (leather armor) HP 10 (3¢6; bloodied 5) Speed 30 STR DEX CON INT WIS CHA 862) _12(s) _10(0) 1060) _10(¢0)_10 (+0) Proficiency +2; Manewver DC. Skills Stealth +3 (+244) ‘Senses darkvision 60 ft, passive Perception 20 Languages Common, Goblin ‘ACTIONS Shortsword. Melee Weapon Attack: +3 tohit, each 5 fe, one target. Hit: 4 (a6 + 3) piercing damage. Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft, one target. Hit: 4 (x46 + 2) piercing damage BONUS ACTIONS Nimble Escape. The goblin takes the Disengage or Hide action Combat CHALLENGE 1/4 50XP. opponents. ‘They employ ambush, firing arrows from hiding and then using Nimble Escape to hide elsewhere, When they can, they turn an aspect of the battle to their advantage, attacking in darkness or from above or amongst traps and hazards. Ifa goblin is engaged in melee while not in an advanta~ ‘Eeous position, it attacks with its shortsword and then disengages. Unless a powerful leader forces them to stand their ground, goblins retreat once they no longer outnumber their enemy. Variants: Goblin Specialists Goblins employ many different tactics to make the most of their environment and the equipment they've crafted or looted. A group of goblins may include one or two of the following. All goblin specialists are CR 1/2. (100 XP), Goblin Alchemist. The goblin has two vials of alchemist’s fire. (You can substitute acid by altering the damage type.) It has the following additional action: Goblins attack only when they outnumber their Throw Vial. Ranged Weapon Attack: +3 to hit, range 20/40 ft, one target. Hit: 3 (ad6) ongoing fire damage. A creature can use an action to douse the fire on a target, ending all ongoing damage being dealt by alchemists fire Goblin Dreadnought. The goblin has AC 17 {scale mail, buckler shield) and wields a sabre. It has the following additional action: Sabre. Melee Weapon Attack: +3 to hit, reach 5 fe, one target. Hit: 5 (1d8 + 1) slashing damage. Goblin Musketeer. Two goblin musketeers together can operate a musket, If one uses its action to assist, the other gains the following additional action: ‘Musket. Ranged Weapon Attack +3 to hit, range 60/180 fe, one target Hit: 10 (248 + 2) piercing damage Goblin Shieldbearer. A goblin shieldbearer a as a bodyguard to a chief or as a partner to other goblins. It uses a large shield and has the following. additional action: ‘Shield Wall. The goblin and a goblin within 5 Feet of it {gain three-quarters cover. Goblin Skulker. The goblin deals an extra 3 (1d6) damage when it attacks with advantage or when one ofits allies is within 5 feet ofits target and isn’t incapacitated. Goblin Boss ‘When goblins aren't being driven into battle by hobgoblins, bughears, or evil sorcerers, sometimes one of their own number rises up to do the driving, Goblin bosses are slightly stronger, cleverer, and more ambitious than their subordinates —attributes they believe make them worthy of all the tribe's treasure, GOBLIN BOSS CHALLENGE 1 SMALL HUMANOID (GOBLINOID) 200 XP ‘AC 16 (chain shire, bueker shield) HP 24 (rd6; bloodied 12) Speed 30 ft STR DEX CON INT WIS CHA 32() 2462) 10660) _a2(s2) 12 (3) _12() Proficiency +2; Maneuver DC 12 Skills Stealth +4 (+244), Intimidation +3 Senses darkvision 60 fe, passive Perception 21 Languages Common, Goblin ‘ACTIONS ‘Multiattack. The goblin attacks twice wi Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft, cone target, Hit:5 (1d6 + 2) slashing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 fe, one target. Hit: 5 (246 + 2) piercing damage. Command Minions. Up to 3 goblins within 30 feet that can hear of see it use their reactions to make a single melee attack each BONUS ACTIONS, ‘Nimble Escape. The goblin takes the Disengage or Hide action. Combat A goblin boss drives its minions into melee combat. its scimitar Ie fights behind the front lines, commanding its goblin foot soldiers to attack. Ifa goblin boss is attacked in melee, it disengages, retreats, and orders a counter attack. When its allies are depleted or itis seriously ‘wounded, the boss expects its remaining minions to, cover its retreat while it escapes with the treasure. Goblin Warlock Goblin warlocks pay homage to an archfey who values chaos and violence. A goblin warlock drives its tribe to acts of grotesquerie and terror. In order to use its magical powers, a goblin warlock must expend 99 silver coins as a material ‘component. For this reason, a warlock often targets silver for theft, and may even trade for it at higher than its normal value. GOBLIN WARLOCK CHALLENGE 1 SMALL HUMANOID (GOBLINOID) 200 XP AC 15 (chain shiet) HP 21 (66; bloodied 10) speed 30 ft. STR DEX CON INT WIS CHA 10(¢0)_14(2) 10 (¢0)_12 (42) 1262) 24.62) Proficiency +2; Maneuver DC 12 ‘Arcana +3, Stealth +4 (+144), Intimidation +4 ‘Senses darkvision 60 f, passive Perception 11 Languages Common, Goblin ‘ACTIONS Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft or range 20/60 ft, one target. Hit: 4 (144 + 2) piercing damage Silver Fire. Ranged Spell Attack: +4 to hit, range 60 fe, one target. Hit: 7 (2d6) fire damage and 7 (246) ‘ongoing fire damage. A creature can use an action to douse the fire on a target, ending the ongoing damage. Clinging llusion. The warlock creates a magical illusion ‘of an unmoving Medium or smaller abject in a space it can see within 30 feet. The illusion can hide a smaller ‘object in the same space. The illusion lasts 24 hours, until creature touches it, or until the warlock uses CClinging Ilusion again. A creature can take an action ‘to make a DC 12 Investigation check to disbelieve the illusion. On a success, the illusion appears transparent to the creature REACTIONS Quick Switch, When the warlock is hit by an attack, it ‘magically teleports, switching places with a goblin ally within 30 feet. The goblin ally i hit by the triggering attack and suffers its effects, Combat A goblin warlock uses Clinging Illusion to hide traps and other nasty surprises. It stays near allies so that it can use Quick Switch while making silver fire attacks. Variants: Other Goblin Warlock Spells Different goblin warlocks have different abilities. You can replace one or more of the warlock’s actions with one of the abilities below. Last Resort (s/Week). The warlock touches a willing goblin ally and permanently turns i into a hobgablin or bugbear. ‘Surprise Sacrifice. A ving goblin ally the warlock can see Within 60 Feet explodes, dying instantly. Each ereature Within 10 feet of the exploding goblin makes a DC 12 Dexterity saving throw, taking 10 (346) fire damage on a failure or half damage on a success Tarn Weapon. A nonmagical melee weapon the warlock can See within 60 feet attacks the creature wielding it. The weapon makes a melee weapon attack witha +5 bonus, and deals damage as if wielded by a creature with Strength and Dexterity scores of 16 (3).

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