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 The more common goblin, these goblins use their small size

"DUE TO THEIR SIMILARITIES AND SHARED ORIGINS, to their advantage whenever possible.

goblins, hobgoblins, and bugbears are all considered Ability Score Increase. Your Constitution score increases

goblinoids" said the professor. "Okay" responded the student, by 1.

"But why is nothing else grouped like that?" Alas, the Nimble Escape. You can take the Dash or Disengage

professor had no answer because even back when rangers action as a bonus action on each of your turns.

still had favored enemies, that wasn't a very consistent Tripping Tail. As a bonus action, you can use your tail to

system, and thus retired. trip a creature within 5 feet that's up to one size larger than

you. Makes a Dexterity (Acrobatics) check opposed by the


Goblinoids are a common thorn in the side of civilized
target's Strength (Athletics) or Dexterity (Acrobatics) (it's
peoples. From the small clannish goblins, to the militarily
choice). On a success, the creature is knocked prone.
disciplined hobgoblins and the ambush happy bugbears.
However, if you fail against a Strength (Athletics) check by 5
None are too pleasant neighbors, owing to their regular raids
or more, you cannot use this feature until you finish a short or
and banditry.
long rest.
Who precisely started this eternal war against goblinoids

and seemingly everyone else has been left a mystery. Most 
scholars agree that it was probably the goblins and their kind. The goblins reside in more wooded areas and have adapted
But to this day, the goblins have not been reached for to moving around while grabbing things.
comment. Ability Score Increase. Your Wisdom score increases by

1.
 Adroit Climber. You have a climb speed equal to your

Goblins are small green-skinned humanoids about the size of walking speed. Futhermore, you can climb at full speed even

a halfling which bears a mane of dark hair that starts from if one of the hands is occupied.

their head and works its way down their backs to the tip of Securing Tail. As a bonus action, you can climb on a

their long flexible tails. medium or larger foe within 5 feet of you and use your tail to

Goblins do not seem to have had the opportunity to develop help secure yourself to them. You are grappled until you end

a civilization of their own and are regularly bossed around by it (no action required by you) or the creature succeeds a

larger goblinoids, and other assorted monstrosities. Strength (Athletics) check opposed by your Dexterity

(Acrobatics) check. While grappled this way, if the creature


While the scrappier goblins prefer hit and run tactics, the
moves, you move with them.
more feral resembling monkey goblins prefer to stick close

and wail on their foes when they cannot escape.



Hobgoblins are the highly militaristic relatives of goblins.
You share the following traits with all goblins. Some suspect that hobgoblins seperated from the rest of

Ability Score Increase. Your Dexterity score increases by goblinkind after interbreeding with orcs, creating a fiercer

2. stronger goblin. Why they focus so heavily on discipline and

Age. Goblins breed quickly and are considered 'adults' but military might has not been determined, however.

the age of 12, though they only fully mature in their 20s.

Goblins are rarely known to live to 60 years, but their lives 
are not an easy one.
You share the following traits with all hobgoblins.
Alignment. Goblins rarely get the chance to settle
Ability Score Increase. Your Intelligence score increases
anywhere permanently and develop nations of their own,
by 1.
leaving them largely migrating wildly and disdainful of
Age. Hobgoblins age at a similar rate to humans and can
'civilization'. As such, they tend towards chaotic alignments.
live about a long.
Creature Type. You are a Humanoid.
Alignment. Hobgoblin society is one that values order and
Size. Fully grown goblins stand between 3 and 3 and a half
discipline above all else. They tend towards lawful
feet tall and average 30 pounds. Your size is Small.
alignments.
Speed. You have a base walking speed of 25 feet.
Creature Type. You are a Humanoid.
Keen Hearing and Smell. You have advantage on Wisdom
Size. Hobgoblins are about the same size and weight as
(Perception) checks that rely on hearing or smell.
humans. Your size is Medium.
Prehensile Tail. You have a long flexible tail that is strong
Speed. You have a base walking speed of 30 feet.
enough and dexterous enough to carry and manipulate
Keen Hearing. You have advantage on Wisdom
simple objects.
(Perception) checks that rely on hearing.
Small Nimbleness. You can move through the space of
Prehensile Tail. You have a long flexible tail that is strong
any creature that is of a size larger than yours.
enough and dexterous enough to carry and manipulate
Languages. You can speak, read, and write Common and
simple objects.
Goblin.
Languages. You can speak, read, and write Common and
Subraces. There are two prominent subraces of goblins,
Goblin.
the scrappy goblin which remains true to the race, and the

monkey goblin, which climbs both trees and foes.

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Subraces. There are two prominent subraces of Prehensile Tail. You have a long flexible tail that is strong

hobgoblins, the rank hobgoblin which remains true to the enough and dexterous enough to carry and manipulate

race, and the mageline hobgoblin who thanks to some simple objects.

blending of elven blood has resulted in a proficiency with Languages. You can speak, read, and write Common and

magic. Goblin.

Subraces. Bugbears are known for being stealthy and


 brute force, but they only specialize into one or the other.
These hobgoblins make up the rank and file of the hobgoblin Being known as either ambush bugbears, or brute bugbears.
war machine.

Ability Score Increase. Your Strength score increases by 


2. Ambush bugbears are known to lie in wait above it's target,

Hobgoblin Martial Training. You gain a fighting style from before dropping down and taking them out in a swift blow.

the fighter class. Ability Score Increase. Your Dexterity score increases by

Grasping Tail. As a bonus action, you can use your tail to 2.

restrict a foe within 5 feet's movements. Make a Strength Sneaky. You have proficiency in the Stealth skill.

(Athletics) check against a creature's Strength (Athletics) or Surprise Attack. If you surprise a creature and hit it with

Dexterity (Acrobatics). On a success, the target either has an attack during the first round of combat, the target takes an

disadvantage on weapon attacks with a chosen weapon or extra 2d6 damage from the attack.

limb, or the target's movement is reduced to 0 unless they Muting Tail. As a bonus action, you can use you tail to
use an action to free themselves. muffle the speech of those you sneak up upon. Make a Slight

You can only use this feature against one creature at a of Hand check opposed by your opponent's passive

time. The feature ends if the target is no longer within 5 feet Perception. If the creature is unaware of you, this check

of you. automatically succeeds.

If the creature only has one mouth, it can not speak or


 perform verbal spell components. The creature remains
After some careful breeding with elves, these hobgoblins
unable to speak until they take an action to remove your tail,
have developed an affinity for magic, and often form part of
you choose to remove it (no action required by you), or the
the hobgoblin mage lines.
target is no longer within 5 feet of you.
Ability Score Increase. Your Strength score increases by

1, and your Intelligence score increases by 1. 


Cantrip. You know one cantrip of your choice from the Brute bugbears use their size to their advantage, dealing

wizard spell list. Intelligence is your spellcasting ability for it. heavy damage, or bullying smaller goblinoids into

Weaving Tail. So long as your tail is free to move, you can submission.

use it to preform somatic components for your spells. Ability Score Increase. Your Strength score increases by

2.

 Powerful Build. You count as one size larger when

determining your carrying capacity and the weight you can

Bugbears are large shaggy heavily furred goblinoids, known push, drag, or lift.

for quick tempers and skulking around. They came about Savage Attacks. When you score a critical hit with a melee
after something furry interbred with goblins. It is highly weapon attack, you can roll one of the weapon's damage dice
suspected to be barghests. one additional time and add it to the extra damage of the

critical hit.
 Grasping Tail. As a bonus action, you can use your tail to

restrict a foe within 5 feet's movements. Make a Strength


You share the following traits with all bugbears.
(Athletics) check against a creature's Strength (Athletics) or
Ability Score Increase. Your Constitution score increases
Dexterity (Acrobatics). On a success, the target either has
by 1.
disadvantage on weapon attacks with a chosen weapon or
Age. Bugbears mature at the same rate as humans, and
limb, or the target's movement is reduced to 0 unless they
can live about as long if other factors don't get to them first.
use an action to free themselves.
Alignment. Bugbears often either strike out on their own
You can only use this feature against one creature at a
or rule over goblin tribes. They do not tend towards any
time. The feature ends if the target is no longer within 5 feet
particular alignment.
of you.
Creature Type. You are a Humanoid.

Size. Bugbears loom between 6 and 8 feet tall and weigh

over 250 lbs. Your size is Medium.

Speed. You have a base walking speed of 30 feet and a


Credits
climb speed equal to your walking speed.
Designed by d'Artagnan on DriveThru RPG, /u/dArtagnanDnD
Lope. You can drop on all fours to increases your walking on reddit, dArtagnanDnD on patreon, dArtagnanTT on tumblr,
speed by 10 feet, you cannot hold anything in your hands and dArtagnanDnD on Twitter.
while doing so, however. Standing up again costs 5 feet of

movement.
Made with "GM Binder".
Drop Bear. You ignore the first 10 feet when falling.
Made with reference and for use with Dungeons and
Dragons 5th Edition, created by Wizards of the Coast,
Keen Hearing and Smell. You have advantage on Wisdom
under the Fan Content Policy
(Perception) checks that rely on hearing or smell.

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
Small humanoid (goblinoid), any chaotic

Armor Class 13 (leather armor) Small humanoid (goblinoid), any chaotic
Hit Points 7 (2d6)
Speed 25 ft. Armor Class 13 (leather armor)
Hit Points 7 (2d6)
Speed 25 ft. climb 25 ft.
STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 10 (+0) 11 (+0) 10 (+0)
STR DEX CON INT WIS CHA
Skills Acrobatics +6, Stealth +6 8 (-1) 14 (+2) 10 (+0) 10 (+0) 11 (+0) 10 (+0)
Senses passive Perception 10
Languages Common, Goblin Skills Acrobatics +6, Stealth +6
Challenge 1/4 (50 XP) Proficiency Bonus +2 Senses passive Perception 10
Languages Common, Goblin
Keen Hearing and Smell. The goblin has advantage on Challenge 1/4 (50 XP) Proficiency Bonus +2
Wisdom (Perception) checks that rely on hearing or
smell. Keen Hearing and Smell. The goblin has advantage on
Wisdom (Perception) checks that rely on hearing or
Prehensile Tail. The goblin has a long flexible tail that smell.
is strong enough and dexterous enough to carry and
manipulate simple objects. Prehensile Tail. The goblin has a long flexible tail that
Small Nimbleness. The goblin can move through the is strong enough and dexterous enough to carry and
space of any medium or larger creature. manipulate simple objects.
Small Nimbleness. The goblin can move through the
Actions space of any medium or larger creature.
Scimitar. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 5 (1d6 + 2) slashing damage. Actions
Handaxe. Melee or Ranged Weapon Attack: +4 to
Shortbow. Ranged Weapon Attack: +4 to hit, range hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5
80/320 ft., one target. Hit: 5 (1d6 + 2) piercing (1d6 + 2) slashing damage.
damage.
Bonus Actions
Bonus Actions
Securing Tail. The goblin climbs onto a Medium or
Nimble Escape. The goblin takes the Disengage or smaller creature within 5 feet and wraps their tail
Dash action. around them. The goblin is grappled until it ends it
(no action required) or the creature succeeds a
Tripping Tail. The goblin makes an Acrobatics Strength (Athletics) check opposed by its
contest against a Medium or smaller creature within Acrobatics check. While grappled this way, if the
5 feet's Athletics or Acrobatics (it's choice). If it creature moves, the goblin moves with them.
fails, the creature is knocked prone. On a success of
5 or more using Athletics, the goblin cannot use
this feature until its finishes a short or long rest.

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
 Small humanoid (goblinoid), any chaotic
Small humanoid (goblinoid), any chaotic
Armor Class 13 (leather armor)
Hit Points 7 (2d6)
Armor Class 15 (chain shirt) Speed 25 ft.
Hit Points 21 (6d6)
Speed 25 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 10 (+0) 10 (+0) 11 (+0) 10 (+0)
10 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0) 12 (+1)
Skills Acrobatics +6, Stealth +6
Senses passive Perception 10
Skills Acrobatics +6, Stealth +6 Languages Common, Goblin
Senses passive Perception 10 Challenge 1/2 (100 XP) Proficiency Bonus +2
Languages Common, Goblin
Challenge 1 (200 XP) Proficiency Bonus +2
Keen Hearing and Smell. The goblin has advantage on
Wisdom (Perception) checks that rely on hearing or
Keen Hearing and Smell. The goblin has advantage on smell.
Wisdom (Perception) checks that rely on hearing or
smell. Prehensile Tail. The goblin has a long flexible tail that
is strong enough and dexterous enough to carry and
Prehensile Tail. The goblin has a long flexible tail that manipulate simple objects.
is strong enough and dexterous enough to carry and
manipulate simple objects. Small Nimbleness. The goblin can move through the
space of any medium or larger creature.
Small Nimbleness. The goblin can move through the
space of any medium or larger creature. Carried Explosive. The goblin is carrying an unstable
explosive. When it explodes all creatures within a
Actions 10-foot-radius of the bomb must make a Dexterity
saving throw. On a failed save, the creature takes 13
Multiattack. The goblin makes one attack with it
(4d6) force damage, and half as much of a
scimitar, and one attack with its dagger.
successful one. If a creature hits the goblin with a
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 critical hit, or it fails a saving throw against an effect
ft., one target. Hit: 5 (1d6 + 2) slashing damage. that deals fire damage, it explodes prematurely.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, Actions
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4
+ 2) piercing damage. Throw Bomb. Ranged Weapon Attack: +1 to hit,
range 20/60 ft., one target. Hit: If the number of
Bonus Actions rounds left is 0, the target does not get a save
against the explosion. Otherwise, the bomb falls to
Nimble Escape. The goblin takes the Disengage or the ground in the creature's space. Miss: The bomb
Dash action. lands up to 10 feet away from the target in a
random direction.
Tripping Tail. The goblin makes an Acrobatics
contest against a Medium or smaller creature within Bonus Actions
5 feet's Athletics or Acrobatics (it's choice). If it
fails, the creature is knocked prone. On a success of Activate Countdown (Recharges after a Short or Long
5 or more using Athletics, the goblin cannot use Rest). The goblin activates its bomb's detonation
this feature until its finishes a short or long rest. sequence, causing it to explode in 2 (1d4) rounds.

Reactions Nimble Escape. The goblin takes the Disengage or


Dash action.
Redirecting Tail. When a creature the goblin can see
within 5 feet targets it with an attack, the goblin can Tripping Tail. The goblin makes an Acrobatics
quickly wrap its tail around the creature's arm and contest against a Medium or smaller creature within
mess up its aim. The attack is then made with 5 feet's Athletics or Acrobatics (it's choice). If it
disadvantage. fails, the creature is knocked prone. On a success of
5 or more using Athletics, the goblin cannot use
this feature until its finishes a short or long rest.

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 
Medium humanoid (goblinoid), any lawful Medium humanoid (goblinoid), any lawful

Armor Class 18 (chain mail, shield) Armor Class 15 (mage armor)


Hit Points 11 (2d8 + 2) Hit Points 9 (2d8)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 12 (+1) 10 (+0) 9 (-1) 11 (+0) 14 (+2) 10 (+0) 14 (+2) 10 (+0) 9 (-1)

Senses passive Perception 10 Senses passive Perception 10


Languages Common, Goblin Languages Common, Goblin
Challenge 1 (200 XP) Proficiency Bonus +2 Challenge 1 (200 XP) Proficiency Bonus +2

Keen Hearing. The hobgoblin has advantage on Keen Hearing. The hobgoblin has advantage on
Wisdom (Perception) checks that rely on hearing. Wisdom (Perception) checks that rely on hearing.
Prehensile Tail. The hobgoblin has a long flexible tail Prehensile Tail. The hobgoblin has a long flexible tail
that is strong enough and dexterous enough to carry that is strong enough and dexterous enough to carry
and manipulate simple objects. and manipulate simple objects.
Actions Spellcasting. The hobgoblin is a 2nd-level spellcaster.
Its spellcasting ability is Intelligence (spell save DC
Longsword. Melee Weapon Attack: +3 to hit, reach 5 12, +4 to hit with spell attacks). The hobgoblin has
ft., one target. Hit: 5 (1d8 + 1) slashing damage. following wizard spells prepared:
Longbow. Ranged Weapon Attack: +3 to hit, range Cantrips (at will): fire bolt, message, shocking grasp
150/600 ft., one target. Hit: 5 (1d8 + 1) piercing 1st level (2/3 slots): burning hands, mage armor,
damage. magic missile, shield

Bonus Actions Weaving Tail. The hobgoblin can use its tail to
perform somatic components.
Grasping Tail. The hobgoblin makes an Athletics
contest against a creature within 5 feet's Athletics Actions
or Acrobatics. If it fails, the target either has
disadvantage on weapon attacks with a chosen Dagger. Melee or Ranged Weapon Attack: +4 to hit,
weapon or limb, or the target's movement is reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4
reduced to 0 unless they use an action to free + 2) piercing damage.
themselves and the hobgoblin cannot grasp another Fire Bolt. Ranged Spell Attack: +4 to hit, range 120
creature. ft., one target. Hit: 5 (1d10) fire damage.
Reactions Shocking Grasp. Melee Spell Attack: +4 to hit, reach
Protect. The hobgoblin forces an attack against 5 ft., one target. Hit: 4 (1d8) lightning damage. If
another creature within 5 feet of it to be made with the target is wearing metal armor this attack is made
disadvantage. with advantage. The target loses its reaction.

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
Medium humanoid (goblinoid), any lawful

Armor Class 17 (half plate) Medium humanoid (goblinoid), any lawful
Hit Points 39 (6d8 + 12)
Speed 30 ft. Armor Class 15 (mage armor)
Hit Points 27 (6d8)
Speed 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 14 (+2) 12 (+1) 10 (+0) 13 (+1)
STR DEX CON INT WIS CHA
Skills Athletics +4, Persuasion +3, Intimidate +5 10 (+0) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)
Senses passive Perception 10
Languages Common, Goblin Skills Arcana +6, Athletics +4
Challenge 2 (450 XP) Proficiency Bonus +2 Senses passive Perception 11
Languages Common, Goblin
Great Weapon Fighter. When the hobgoblin rolls a 1 Challenge 2 (450 XP) Proficiency Bonus +2
or 2 on a damage die for its greatsword attack, it
rerolls the die and must use the new roll. Keen Hearing. The hobgoblin has advantage on
Wisdom (Perception) checks that rely on hearing.
Keen Hearing. The hobgoblin has advantage on
Wisdom (Perception) checks that rely on hearing. Prehensile Tail. The hobgoblin has a long flexible tail
Prehensile Tail. The hobgoblin has a long flexible tail that is strong enough and dexterous enough to carry
that is strong enough and dexterous enough to carry and manipulate simple objects.
and manipulate simple objects. Spellcasting. The hobgoblin is a 6th-level spellcaster.
Its spellcasting ability is Intelligence (spell save DC
Actions 13, +5 to hit with spell attacks). The hobgoblin has
Multiattack. The hobgoblin makes two greatsword the following wizard spells prepared:
attacks. Cantrips (at will): fire bolt, light, message, shocking
Greatsword. Melee Weapon Attack: +4 to hit, reach grasp
5 ft., one target. Hit: 10 (2d6 + 2) slashing damage. 1st level (2/3 slots): burning hands, mage armor,
magic missile, shield
Heavy Crossbow. Ranged Weapon Attack: +4 to hit, 2nd level (3 slots): darkness, scorching ray
range 100/400 ft., one target. Hit: 7 (1d10 + 2) 3rd level (3 slots): counterspell, fireball, sending
piercing damage.
Weaving Tail. The hobgoblin can use its tail to
Rally. All creatures of the hobgoblin's choice within perform somatic components.
60 feet that can hear or see it that are frightened or
charmed, can use its reaction to make a saving Actions
throw against the effect that charmed or frightened
it with advantage. Ending the effect early on a Dagger. Melee or Ranged Weapon Attack: +4 to hit,
success. reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4
+ 2) piercing damage.
Bonus Actions Fire Bolt. Ranged Spell Attack: +5 to hit, range 120
Grasping Tail. The hobgoblin makes an Athletics ft., one target. Hit: 11 (2d10) fire damage.
contest against a creature within 5 feet's Athletics
or Acrobatics. If it fails, the target either has Shocking Grasp. Melee Spell Attack: +5 to hit, reach
disadvantage on weapon attacks with a chosen 5 ft., one target. Hit: 9 (2d8) lightning damage. If
weapon or limb, or the target's movement is the target is wearing metal armor this attack is made
reduced to 0 unless they use an action to free with advantage. The target loses its reaction.
themselves and the hobgoblin cannot grasp another
creature.

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 Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 9 (1d8 + 5) slashing damage.
Medium humanoid (goblinoid), any lawful
Longbow. Ranged Weapon Attack: +5 to hit, range
Armor Class 21 (plate armor, tower shield) 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
Hit Points 97 (13d8 + 39) damage.
Speed 30 ft. Rally. All creatures of the hobgoblin's choice within 60
feet that can hear or see it that are frightened or
charmed, can use its reaction to make a saving throw
STR DEX CON INT WIS CHA against the effect that charmed or frightened it with
16 (+3) 14 (+2) 16 (+3) 14 (+2) 11 (+0) 15 (+2) advantage. Ending the effect early on a success.
Bonus Actions
Saving Throws Int +5, Wis +3, Cha +5
Skills Athletics +9, Persuasion +5, Intimidate +8 Grasping Tail. The hobgoblin makes an Athletics contest
Senses passive Perception 10 against a creature within 5 feet's Athletics or
Languages Common, Goblin Acrobatics. If it fails, the target either has disadvantage
Challenge 6 (2,300 XP) Proficiency Bonus +3 on weapon attacks with a chosen weapon or limb, or
the target's movement is reduced to 0 unless they use
an action to free themselves and the hobgoblin cannot
Duelist. The hobgoblin deals an additional 2 damage grasp another creature.
with melee weapons as long as it only one hand holds a
weapon (included in the attack). Plant Shield. The hobgoblin plants its tower shield on
one edge of its space until the start of its next turn.
Keen Hearing. The hobgoblin has advantage on Wisdom That direction has full cover, but the hobgoblin is
(Perception) checks that rely on hearing. restrained.
Prehensile Tail. The hobgoblin has a long flexible tail
that is strong enough and dexterous enough to carry Reactions
and manipulate simple objects. Parry. The hobgoblin adds 3 to its AC against one melee
attack that would hit it. To do so, the hobgoblin must
Actions see the attacker and be wielding a melee weapon.
Multiattack. The hobgoblin makes three melee with its
longsword, or two with its longbow.

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 Spellcasting. The hobgoblin is a 13th-level spellcaster.
Its spellcasting ability is Intelligence (spell save DC 15,
Medium undead (goblinoid), lawful evil
+7 to hit with spell attacks). The lich has the following
wizard spells prepared:
Armor Class 15 (natural armor)
Hit Points 84 (13d8 + 54) Cantrips (at will): chill touch, light, mage hand,
Speed 30 ft. message, prestidigitation
1st level (4 slots): detect magic, magic missile, shield,
thunderwave
STR DEX CON INT WIS CHA 2nd level (3 slots): invisibility, scorching ray, mirror
image
11 (+0) 16 (+3) 14 (+2) 18 (+4) 14 (+2) 13 (+1) 3rd level (3 slots): counterspell, dispel magic, fireball,
sending
Saving Throws Con +5, Int +7, Wis +5 4th level (3 slots): blight, dimension door
Skills Arcana +10, Athletics +3 5th level (3 slots): cloudkill, scrying
Damage Resistances cold, lightning, necrotic; 6th level (1 slot): disintegrate
bludgeoning, piercing, and slashing from nonmagical 7th level (1 slot): finger of death
attacks that aren't silvered Turn Resistance. The warlich has advantage on saving
Damage Immunities poison throws against any effect that turns undead.
Condition Immunities charmed, exhaustion, frightened,
paralyzed, poisoned Weaving Tail. The warlich can use its tail to perform
Senses passive Perception 12 somatic components.
Languages Common, Goblin
Challenge 7 (2,900 XP) Proficiency Bonus +3 Actions
Chill Touch. Ranged Spell Attack: +7 to hit, range 120
Keen Hearing. The warlich has advantage on Wisdom ft., one creature. Hit: 13 (3d8) necrotic damage. The
(Perception) checks that rely on hearing. target cannot regain any hit points until the warlich's
next turn. If the target is undead, all attacks it makes
Prehensile Tail. The hobgoblin has a long flexible tail against the warlich have disadvantage until the warlich's
that is strong enough and dexterous enough to carry next turn.
and manipulate simple objects.
Rejuvenation. If it has a phylactery, a destroyed warlich Paralyzing Touch. Melee Spell Attack: +7 to hit, reach 5
gains a new body in 1d10 days, regaining all its hit ft., one creature. Hit: 7 (2d6) cold damage. The target
points and becoming active again. The new body must succeed on a DC 13 Constitution saving throw or
appears within 5 feet of the phylactery. be paralyzed for 1 minute. The target can repeat the
saving throw at the end of its turns.

8

 Medium humanoid (goblinoid), any
Medium humanoid (goblinoid), any
Armor Class 17 (chain shirt, shield)
Armor Class 16 (hide armor, shield) Hit Points 65 (10d8 + 20)
Hit Points 27 (5d8 + 5) Speed 30 ft., climb 30 ft.
Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 14 (+2) 11 (+0) 12 (+1) 11 (+0)
15 (+2) 14 (+2) 13 (+1) 10 (+10) 11 (+0) 9 (-1)
Skills Athletics +5, Intimidation +2, Survival +3
Skills Athletics +6, Survival +2 Senses darkvision 60 ft., passive Perception 11
Senses passive Perception 10 Languages Common, Goblin
Languages Common, Goblin Challenge 4 (1,100 XP) Proficiency Bonus +2
Challenge 1 (200 XP) Proficiency Bonus +2
Brute. A melee weapon deals one extra die of its
Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in
damage when the bugbear hits with it (included in the attack).
the attack).
Drop Bear. The bugbear ignores the first 10 feet
Drop Bear. The bugbear ignores the first 10 feet when falling.
when falling. Keen Hearing and Smell. The bugbear has advantage
Keen Hearing and Smell. The bugbear has advantage on Wisdom (Perception) checks that rely on hearing
on Wisdom (Perception) checks that rely on hearing or smell.
or smell. Prehensile Tail. The bugbear has a long flexible tail
Prehensile Tail. The bugbear has a long flexible tail that is strong enough and dexterous enough to carry
that is strong enough and dexterous enough to carry and manipulate simple objects.
and manipulate simple objects.
Actions
Actions Multiattack. The bugbear makes two melee attacks.
Morningstar. Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 11 (2d8 + 2) piercing damage. Greataxe. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 16 (2d12 + 3) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, Javelin. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 30/120 ft., one target. Hit: 9 reach 5 ft. or range 30/120 ft., one target. Hit: 9
(2d6 + 2) piercing damage in melee or 5 (1d6 + 2) (2d6 + 3) piercing damage in melee or 5 (1d6 + 3)
piercing damage at range. piercing damage at range.
Bonus Actions Bonus Actions
Grasping Tail. The bugbear makes an Athletics Grasping Tail. The bugbear makes an Athletics
contest against a creature within 5 feet's Athletics contest against a creature within 5 feet's Athletics
or Acrobatics. If it fails, the target either has or Acrobatics. If it fails, the target either has
disadvantage on weapon attacks with a chosen disadvantage on weapon attacks with a chosen
weapon or limb, or the target's movement is weapon or limb, or the target's movement is
reduced to 0 unless they use an action to free reduced to 0 unless they use an action to free
themselves and the bugbear cannot grasp another themselves and the bugbear cannot grasp another
creature. creature.

9
 Surprise Attack. If the bugbear surprises a creature and
hits it with an attack during the first round of combat,
Medium humanoid (goblinoid), any
the target takes an extra 7 (2d6) damage from the
attack.
Armor Class 14 (leather armor)
Hit Points 27 (5d8 + 5) Actions
Speed 30 ft., climb 30 ft. Morningstar. Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 5 (1d8 + 1) piercing damage.
STR DEX CON INT WIS CHA Shortbow. Ranged Weapon Attack: +5 to hit, range
13 (+1) 16 (+3) 13 (+1) 10 (+0) 11 (+0) 9 (-1) 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing
damage.
Skills Slight of Hand +5, Stealth +5 Bonus Actions
Senses passive Perception 10
Languages Common, Goblin Muting Tail. A creature within 5 feet of the bugbear
Challenge 1 (200 XP) Proficiency Bonus +2 must make a DC 15 Perception check. On a failure, if
the target has only one mouth, it loses the ability to
speak or use verbal spell components. The target
Drop Bear. The bugbear ignores the first 10 feet when
remains unable to speak until it uses an action to
falling.
remove the bugbear's tail, the bugbear chooses to
Keen Hearing and Smell. The bugbear has advantage on remove it (no action required by it), or the creature is
Wisdom (Perception) checks that rely on hearing or no longer within 5 feet of the bugbear. If the target is
smell. unaware of the bugbear, this check automatically fails.
If the target succeeds the check, or removes the
Prehensile Tail. The bugbear has a long flexible tail that bugbear's tail, it is immune to this ability until it loses
is strong enough and dexterous enough to carry and awareness of the bugbear.
manipulate simple objects.

 Sneak Attack (1/Turn). The bugbear deals an extra 17


(5d6) damage when it hits a target with a weapon
Medium humanoid (goblinoid), any
attack and has advantage on the attack roll, or when the
target is within 5 feet of an ally of the bugbear that isn't
Armor Class 16 (studded leather) incapacitated and the bugbear doesn't have
Hit Points 65 (10d8 + 20) disadvantage on the attack roll.
Speed 30 ft., climb 30 ft.
Surprise Attack. If the bugbear surprises a creature and
hits it with an attack during the first round of combat,
STR DEX CON INT WIS CHA the target takes an extra 7 (2d6) damage from the
attack.
13 (+1) 18 (+4) 14 (+2) 11 (+0) 12 (+1) 11 (+0)
Actions
Skills Acrobatics +6, Perception +3, Stealth +6, Slight of Shortsword. Melee Weapon Attack: +6 to hit, reach 5
Hand +6 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Senses darkvision 60 ft., passive Perception 13
Languages Common, Goblin Hand Crossbow. Ranged Weapon Attack: +6 to hit,
Challenge 3 (700 XP) Proficiency Bonus +2 range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing
damage.
Assassinate. During its first turn, the bugbear has
advantage on attack rolls against any creature that Bonus Actions
hasn't taken a turn. Any hit the bugbear scores against a Muting Tail. A creature within 5 feet of the bugbear
surprised creature is a critical hit. must make a DC 16 Perception check. On a failure, if
the target has only one mouth, it loses the ability to
Drop Bear. The bugbear ignores the first 10 feet when speak or use verbal spell components. The target
falling. remains unable to speak until it uses an action to
Keen Hearing and Smell. The bugbear has advantage on remove the bugbear's tail, the bugbear chooses to
Wisdom (Perception) checks that rely on hearing or remove it (no action required by it), or the creature is
smell. no longer within 5 feet of the bugbear. If the target is
unaware of the bugbear, this check automatically fails.
Prehensile Tail. The bugbear has a long flexible tail that If the target succeeds the check, or removes the
is strong enough and dexterous enough to carry and bugbear's tail, it is immune to this ability until it loses
manipulate simple objects. awareness of the bugbear.

10
 Goblin Nimbleness. The haemogoblin can move through
the space of any medium or larger creature.
Small undead (goblinoid), lawful evil
Actions
Armor Class 15 (natural armor) Multiattack. The haemogoblin makes two attacks, only
Hit Points 39 (6d6 + 18) one of which can be a bite attack.
Speed 25 ft.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
willing creature, or a creature that is grappled by the
STR DEX CON INT WIS CHA haemogoblin, incapacitated, or restrained. Hit: 5 (1d6 +
16 (+3) 16 (+3) 16 (+3) 10 (+0) 11 (+0) 10 (+0) 3) piercing damage plus 7 (2d6) necrotic damage. The
target's hit point maximum is reduced by an amount
equal to the necrotic damage taken, and the
Saving Throws Dex +5, Wis +2 haemogoblin regains hit points equal to that amount.
Skills Acrobatics +7, Stealth +7 The reduction lasts until the target finishes a long rest.
Damage Resistances necrotic; bludgeoning, piercing, The target dies if this effect reduces its hit point
and slashing from nonmagical attacks maximum to 0.
Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Challenge 4 (1,100 XP) Proficiency Bonus +2 creature. Hit: 8 (2d4 + 3) slashing damage. Instead of
dealing damage, the haemogoblin can grapple the
Keen Hearing and Smell. The haemogoblin has target (escape DC 13).
advantage on Wisdom (Perception) checks that rely on
hearing or smell.
Bonus Actions
Nimble Escape. The haemogoblin takes the Disengage
Prehensile Tail. The haemogoblin has a long flexible tail or Dash action.
that is strong enough and dexterous enough to carry
and manipulate simple objects. Tripping Tail. The haemogoblin makes an Acrobatics
Regeneration. The haemogoblin regains 10 hit points at contest against a Medium or smaller creature within 5
the start of its turn if it has at least 1 hit point and isn't feet's Athletics or Acrobatics (it's choice). If it fails, the
in sunlight or running water. If the haemogoblin takes creature is knocked prone. On a success of 5 or more
radiant damage or damage from holy water, this trait using Athletics, the haemogoblin cannot use this
doesn't function at the start of the vampire's next turn. feature until its finishes a short or long rest.

Spider Climb. The haemogoblin can climb difficult


surfaces, including upside down on ceilings, without
needing to make an ability check.
Vampire Weaknesses. The haemogoblin has the
following flaws:
Forbiddance. The haemogoblin can't enter a
residence without an invitation from one of the
occupants.
Harmed by Running Water. The haemogoblin takes
20 acid damage when it ends its turn in running water.
Stake to the Heart. The haemogoblin is destroyed if a
piercing weapon made of wood is driven into its heart
while it is incapacitated in its resting place.
Sunlight Hypersensitivity. The haemogoblin takes 20
radiant damage when it starts its turn in sunlight. While
in sunlight, it has disadvantage on attack rolls and
ability checks.

11
 Keen Hearing and Smell. The haemogoblin has
advantage on Wisdom (Perception) checks that rely on
Small undead (goblinoid, shapechanger), lawful evil
hearing or smell.

Armor Class 16 (natural armor) Prehensile Tail. The haemogoblin has a long flexible tail
Hit Points 90 (12d6 + 48) that is strong enough and dexterous enough to carry
Speed 25 ft. and manipulate simple objects.
Regeneration. The haemogoblin regains 20 hit points at
the start of its turn if it has at least 1 hit point and isn't
STR DEX CON INT WIS CHA in sunlight or running water. If the haemogoblin takes
18 (+4) 18 (+4) 18 (+4) 10 (+0) 11 (+0) 12 (+1) radiant damage or damage from holy water, this trait
doesn't function at the start of the vampire's next turn.
Saving Throws Dex +9, Wis +5, Cha +6 Spider Climb. The haemogoblin can climb difficult
Skills Acrobatics +14, Stealth +14 surfaces, including upside down on ceilings, without
Damage Resistances necrotic; bludgeoning, piercing, needing to make an ability check.
and slashing from nonmagical attacks Vampire Weaknesses. The haemogoblin has the
Senses darkvision 60 ft., passive Perception 10 following flaws:
Languages Common, Goblin Forbiddance. The haemogoblin can't enter a
Challenge 13 (10,000 XP) Proficiency Bonus +5 residence without an invitation from one of the
occupants.
Shapechanger. If the haemogoblin isn't in sunlight or Harmed by Running Water. The haemogoblin takes
running water, it can use its action to polymorph into a 20 acid damage when it ends its turn in running water.
Tiny bat or a Small cloud of mist, or back into its true Stake to the Heart. The haemogoblin is destroyed if a
form. piercing weapon made of wood is driven into its heart
While in bat form, the haemogoblin can't speak, its while it is incapacitated in its resting place.
walking speed is 5 feet, and it has a flying speed of 30 Sunlight Hypersensitivity. The haemogoblin takes 20
feet. Its statistics, other than its size and speed, are radiant damage when it starts its turn in sunlight. While
unchanged. Anything it is wearing transforms with it, in sunlight, it has disadvantage on attack rolls and
but nothing it is carrying does. It reverts to its true form ability checks.
if it dies.
While in mist form, the haemogoblin can't take any Goblin Nimbleness. The haemogoblin can move through
actions, speak, or manipulate objects. It is weightless, the space of any medium or larger creature.
has a flying speed of 20 feet, can hover, and can enter a Actions
hostile creature's space and stop there. In addition, if
air can pass through a space, the mist can do so Multiattack (Vampire Form Only). The haemogoblin
without squeezing, and it can't pass through water. It makes two attacks, only one of which can be a bite
has advantage on Strength, Dexterity, and Constitution attack.
saving throws, and it is immune to all nonmagical
damage, except the damage it takes from sunlight. Unarmed Strike (Vampire Form Only). Melee Weapon
Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 +
Legendary Resistance (3/Day). If the haemogoblin fails a 4) bludgeoning damage. Instead of dealing damage, the
saving throw, it can choose to succeed instead. haemogoblin can grapple the target (escape DC 18).
Misty Escape. When it drops to 0 hit points outside its
resting place, the haemogoblin transforms into a cloud
of mist (as in the Shapechanger trait) instead of falling
unconscious, provided that it isn't in sunlight or
running water. If it can't transform, it is destroyed.
While it has 0 hit points in mist form, it can't revert
to its vampire form, and it must reach its resting place
within 2 hours or be destroyed. Once in its resting
place, it reverts to its vampire form. It is then paralyzed
until it regains at least 1 hit point. After spending 1
hour in its resting place with 0 hit points, it regains 1
hit point.

12
Bite (Bat or Vampire Form Only). Melee Weapon Attack:
+9 to hit, reach 5 ft., one willing creature, or a creature Bonus Actions
that is grappled by the haemogoblin, incapacitated, or Nimble Escape. The haemogoblin takes the Disengage
restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 or Dash action.
(3d6) necrotic damage. The target's hit point maximum
is reduced by an amount equal to the necrotic damage Tripping Tail. The haemogoblin makes an Acrobatics
taken, and the haemogoblin regains hit points equal to contest against a Medium or smaller creature within 5
that amount. The reduction lasts until the target feet's Athletics or Acrobatics (it's choice). If it fails, the
finishes a long rest. The target dies if this effect creature is knocked prone. On a success of 5 or more
reduces its hit point maximum to 0. A humanoid slain using Athletics, the haemogoblin cannot use this
in this way and then buried in the ground rises the feature until its finishes a short or long rest.
following night as a vampire spawn under the
haemogoblin's control. Reactions
Redirecting Tail. When a creature the haemogoblin can
Charm. The haemogoblin targets one humanoid it can
see within 5 feet targets it with an attack, the
see within 30 feet of it. If the target can see the
haemogoblin can quickly wrap its tail around the
haemogoblin, the target must succeed on a DC 17
creature's arm and mess up its aim. The attack is then
Wisdom saving throw against this magic or be charmed
made with disadvantage.
by the haemogoblin. The charmed target regards the
haemogoblin as a trusted friend to be heeded and Legendary Actions
protected. Although the target isn't under the
haemogoblin's control, it takes the haemogoblin's The haemogoblin can take 3 legendary actions,
requests or actions in the most favorable way it can, choosing from the options below. Only one legendary
and it is a willing target for the haemogoblin's bite action can be used at a time and only at the end of
attack. another creature's turn. The haemogoblin regains spent
Each time the haemogoblin or the haemogoblin's legendary actions at the start of its turn.
companions do anything harmful to the target, it can Move. The haemogoblin moves up to its speed without
repeat the saving throw, ending the effect on itself on a provoking opportunity attacks.
success. Otherwise, the effect lasts 24 hours or until Unarmed Strike. The haemogoblin makes one unarmed
the vampire is destroyed, is on a different plane of strike.
existence than the target, or takes a bonus action to Bite (Costs 2 Actions). The haemogoblin makes one bite
end the effect. attack.
Children of the Night (1/Day). The haemogoblin
magically calls 2d4 swarms of bats or rats, provided
that the sun isn't up. While outdoors, the haemogoblin
can call 3d6 wolves instead. The called creatures arrive
in 1d4 rounds, acting as allies of the haemogoblin and
obeying its spoken commands. The beasts remain for 1
hour, until the haemogoblin dies, or until the
haemogoblin dismisses them as a bonus action.

13

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