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DST Goblins Goblins and More Goblins R

This document is a collection of goblin-themed content compatible with Dungeons & Dragons 5th Edition, featuring various goblin characters and vehicles, each with unique abilities and challenge ratings. Notable entries include Glimshak the Wily, a trickster god, and the Glowtooth Goblin, a bioluminescent creature, among others. The document serves as a resource for enhancing gameplay with creative goblinoid characters and mechanics.

Uploaded by

Nate
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© © All Rights Reserved
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Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
934 views46 pages

DST Goblins Goblins and More Goblins R

This document is a collection of goblin-themed content compatible with Dungeons & Dragons 5th Edition, featuring various goblin characters and vehicles, each with unique abilities and challenge ratings. Notable entries include Glimshak the Wily, a trickster god, and the Glowtooth Goblin, a bioluminescent creature, among others. The document serves as a resource for enhancing gameplay with creative goblinoid characters and mechanics.

Uploaded by

Nate
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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[Document Title]

A 5e-compatible collection of goblins


Goblins!
Goblins are just the best…clever, audacious, mischievous, persistent,
and sometimes hilarious. I’m a big fan and so, hopefully, are you.
Without further adieu, please enjoy this collection of goblinoid
creations I’ve put together for your gaming pleasure!

1
Table of Contents
Challenge Rating Page
Glimshak the Wily CR 18 4
Glowtooth Goblin CR 1 5
Goblin Beastmaster CR 3` 6
Goblin Boltwhipper Vehicle 9
Goblin Bonecrusher CR 4 11
Goblin Boomflinger CR 2 12
Goblin Deathmask CR 4 14
Goblin Fungalspawn CR 1 15
Goblin Hexer CR 3 16
Goblin Ironclaw CR 4 19
Goblin Luminara CR 3 20
Goblin Nightblade CR 3 21
Goblin Plaguebearer CR 3 24
Goblin Poisoner CR 3 25
Goblin Seer CR 3 27
Goblin Skirmisher Captain CR 3 29
Goblin Skyreaver CR 7 30
Goblin Spike Fighter CR 2 32
Goblin Squiggle Wheel Vehicle 34
Goblin Twinfang CR 3 36
Goblin Whackbanger CR 3 37
Goblin Witch Doctor CR 4 39
Goblin Zipspark CR 2 40
Spriggle CR 1 41
Wispjester CR 2 43

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Glimshak the Wily
Glimshak the Wily, the Goblin Trickster God, thrives on mayhem and confusion. Revered by
goblins for his cunning and unpredictable nature, he enjoys playing tricks on mortals and gods
alike. His mastery of illusion and deception makes him nearly impossible to pin down, and his
laughter echoes through the chaos he creates. Worshipers of Glimshak often seek to embody his
unpredictable nature, causing confusion and mischief wherever they go.

Glimshak the Wily, Goblin Trickster God


Small celestial (goblinoid), chaotic neutral

Armor Class: 20 (natural armor, divine trickery)


Hit Points: 280 (40d6 + 160)
Speed: 50 ft.

STR DEX CON INT WIS CHA


14 (+2) 24 (+7) 18 (+4) 22 (+6) 18 (+4) 24 (+7)

Saving Throws: Dex +14, Int +13, Cha +14


Skills: Deception +14, Insight +11, Sleight of Hand +14, Stealth +14
Damage Resistances: cold, fire, lightning, bludgeoning, piercing, and slashing from nonmagical
attacks
Damage Immunities: poison, psychic
Condition Immunities: charmed, frightened, paralyzed, poisoned
Senses: truesight 120 ft., darkvision 120 ft., passive Perception 14
Languages: All, telepathy 120 ft.
Challenge Rating: 18 (20,000 XP)

Divine Trickery. Glimshak’s presence warps reality. Whenever a creature attacks Glimshak, roll a
d6. On a roll of 4 or higher, the attacker must choose a new target within range or waste its attack.

Master of Deception. Glimshak has advantage on Charisma (Deception) and Dexterity (Sleight of
Hand) checks.

Legendary Resistance (3/Day). If Glimshak fails a saving throw, he can choose to succeed instead.

Actions
Multiattack. Glimshak makes three Trickster Dagger attacks.

Trickster Dagger. Melee or Ranged Weapon Attack: +14 to hit, reach 5 ft. or range 20/60 ft., one
target. Hit: 18 (3d6 + 7) piercing damage, and the target must make a DC 20 Wisdom saving throw
or be confused (as per the confusion spell) for 1 minute.

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Divine Illusion (Recharge 5-6). Glimshak creates three illusory duplicates of himself that last for 1
minute. These duplicates act as the mirror image spell, but each time one is hit, the attacker must
succeed on a DC 20 Intelligence saving throw or believe that they hit the real Glimshak.

Chaos Warp (1/Day). Glimshak warps reality around him in a 30-foot radius. Creatures in this
area must make a DC 20 Intelligence saving throw or be teleported to a random location within 1
mile. Objects and terrain within this radius shift into chaotic and surreal forms, becoming difficult
terrain for 1 minute.

Legendary Actions
Glimshak can take 3 legendary actions, choosing from the options below. Only one legendary
action can be used at a time, and only at the end of another creature's turn. Glimshak regains
spent legendary actions at the start of his turn.
• Trickster's Step. Glimshak teleports up to 30 feet to an unoccupied space he can see.
• Cunning Strike. Glimshak makes a Trickster Dagger attack.
• Illusory Shift (Costs 2 Actions). Glimshak creates an illusion of himself in a space he can
see within 60 feet. The illusion lasts until the start of his next turn, and creatures within 10
feet of the illusion have disadvantage on attacks and saving throws.

Reactions
Redirect Attack. When a creature within 60 feet of Glimshak targets him with an attack, he can
use his reaction to force the attacker to target another creature within range instead.

Glowtooth Goblin
The Glowtooth Goblin is a tiny, bioluminescent fey creature that thrives in dark, enchanted
forests. Emitting a soft, magical glow, it uses its light to confuse and blind enemies, flickering
between visible and invisible at will. Mischievous and evasive, the Glowtooth prefers to strike from
the shadows, dazzling foes with bursts of radiant energy. Its glowing bite can sap the strength of
enemies, leaving them weakened. Agile and quick,
the Glowtooth is both a trickster and a dangerous
adversary, using its light-based abilities to outwit and
overwhelm opponents.

Glowtooth Goblin
Tiny fey, chaotic neutral

Armor Class: 14 (natural armor)


Hit Points: 20 (5d4 + 10)
Speed: 30 ft., fly 20 ft. (hover)

STR DEX CON INT WIS CHA


6 (-2) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 14 (+2)

5
Saving Throws: Dex +5, Cha +4
Skills: Stealth +7, Deception +4, Perception +3
Senses: Darkvision 60 ft., passive Perception 13
Languages: Common, Sylvan, Goblin
Challenge Rating: 1 (200 XP)

Bioluminescence. The Glowtooth Goblin emits a soft, glowing light in a 10-foot radius. It can
control the intensity of its glow as a bonus action, either brightening or dimming it. The light is
considered magical and can’t be dispelled by non-magical darkness.

Flicker. As a bonus action, the Glowtooth can dim its light to become invisible until the start of its
next turn, or until it makes an attack or casts a spell.

Actions
Glowtooth Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) piercing
damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4)
radiant damage as the bite transfers bioluminescent energy.

Blinding Flash. Ranged Spell Attack: +4 to hit, range 30 ft., one target. Hit: 10 (2d6 + 2) radiant
damage, and the target must succeed on a DC 12 Dexterity saving throw or be blinded until the
end of its next turn.

Glowburst (Recharge 5-6). As an action, the Glowtooth Goblin can release a burst of dazzling
light. Creatures within 15 feet of the goblin must succeed on a DC 12 Constitution saving throw
or be blinded until the end of their next turn.

Goblin Beastmaster
The Goblin Beastmaster is a cunning and formidable warrior, known for its deep bond with wild
creatures, particularly its loyal wolf companion.
Small and agile, the Beastmaster wears tattered
leather armor and wields a whip and scimitar with
skill. It commands its beast with a mix of sharp
whistles and hand signals, directing it to attack,
defend, or flank enemies with precision. The
Beastmaster is fiercely protective of its animal
companion, and together they are a deadly duo, able
to outmaneuver and overpower foes with
coordinated strikes. In the wild, the Goblin
Beastmaster is a relentless and resourceful hunter.

Goblin Beastmaster
Small humanoid (goblinoid), chaotic evil

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Armor Class: 14 (leather armor)
Hit Points: 39 (6d6 + 18)
Speed: 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 8 (-1)

Saving Throws: Dex +5, Wis +4


Skills: Animal Handling +6, Perception +4, Stealth +5
Senses: Darkvision 60 ft., passive Perception 14
Languages: Common, Goblin
Challenge Rating: 3 (700 XP)

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its
turns.

Pack Tactics. The Goblin Beastmaster has advantage on an attack roll against a creature if at least
one of the Beastmaster's allies is within 5 feet of the creature and the ally isn't incapacitated.

Beast Companion. The Goblin Beastmaster is always accompanied by at least one trained beast
(typically a wolf, giant rat, or boar). The beast obeys the Beastmaster’s commands and acts on its
own initiative.

Actions
Multiattack. The Goblin Beastmaster makes two attacks: one with its scimitar and one with its
whip.

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) slashing damage.

Command Beast. The Goblin Beastmaster can use a bonus action to command its beast
companion to take the Attack, Dash, Disengage, Dodge, or Help action. The beast uses its reaction
to follow the command immediately after the Goblin Beastmaster’s initiative. If the beast has
already used its reaction this round, it cannot obey the command until the start of its next turn.

Hunter’s Mark (Recharges after a Short or Long Rest). The Goblin Beastmaster can cast Hunter’s
Mark as a bonus action without expending a spell slot. The target is marked for 1 hour, and the
Beastmaster deals an extra 1d6 damage to the target whenever it hits with a weapon attack.

Beast Companion (Dire Wolf Pup)


Medium beast, unaligned

8
Armor Class: 14 (natural armor)
Hit Points: 26 (4d8 + 8)
Speed: 40 ft.

STR DEX CON INT WIS CHA


14 (+2) 15 (+2) 14 (+2) 4 (-3) 12 (+1) 6 (-2)

Skills: Perception +5, Stealth +6


Senses: Darkvision 60 ft., passive Perception 15
Languages: --
Challenge Rating: 1 (200 XP)

Keen Hearing and Smell. The dire wolf pup has advantage on Wisdom (Perception) checks that
rely on hearing or smell.

Pack Tactics. The dire wolf pup has advantage on an attack roll against a creature if at least one of
the pup's allies is within 5 feet of the creature and the ally isn’t incapacitated.

Ferocious Bite. When the dire wolf pup scores a critical hit with its bite attack, the target must
succeed on a DC 12 Strength saving throw or be knocked prone.

Night Hunter. The dire wolf pup has advantage on Stealth checks made at night or in dim light.
Additionally, it can move through difficult terrain without penalty when in forests or other natural
environments.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage. If the
target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.

Goblin Boltwhipper
The Goblin Boltwhipper is a tactical siege vehicle
designed to fire hooked bolts at enemy forces and
reel them in for further punishment. Its unique
grappling and pulling mechanics make it a
dangerous and zany asset on the battlefield.

Goblin Boltwhipper
Large Vehicle (15 ft. by 10 ft.)

Creature Capacity: 3 goblin crew


Cargo Capacity: 500 pounds
Travel Pace: 4 miles per hour (96 miles per day)

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Speed: 20 ft. per round (when being pushed or pulled)

STR DEX CON INT WIS CHA


16 (+3) 12 (+1) 15 (+2) 0 0 0

Damage Immunities: poison, psychic


Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, incapacitated,
paralyzed, petrified, poisoned, prone, stunned, unconscious

Actions
On its turn, the Goblin Boltwhipper can take 2 actions if it has three crew members or 1 action if
it has fewer than three. It cannot take any actions if it has no crew. Choose from the options
below:

Fires Hooked Bolt.


Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 18 (3d10 + 3) piercing damage.
If the target is Large or smaller, it is grappled (escape DC 15). While grappled, the target cannot
move farther than 30 feet from the Boltwhipper.

Reel In.
The Boltwhipper pulls the target grappled by the hooked bolt up to 30 feet toward the vehicle. If
the target is pulled within 10 feet of the Boltwhipper, it must succeed on a DC 15 Strength saving
throw or fall prone.

Hull
• Armor Class 16
• Hit Points 100 (damage threshold 10)

Control: Firing Mechanism


• Armor Class 15
• Hit Points 50
• The Boltwhipper’s firing mechanism must be intact to fire bolts. If destroyed, the
Boltwhipper cannot use its Fires Hooked Bolt action.

Movement: Manual Propulsion


• Armor Class 12
• Hit Points 60
• Speed 20 ft. per round when pushed or pulled by the goblin crew. If this component is
destroyed, the Boltwhipper becomes immobile.

Weapon: Hooked Bolt


• Armor Class 14
• Hit Points 60
• Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target.

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• Hit: 18 (3d10 + 3) piercing damage and the target is grappled. If the target is pulled within
10 feet of the Boltwhipper, it must succeed on a DC 15 Strength saving throw or fall
prone.

Goblin Bonecrusher
The Goblin Bonecrusher is a hulking, brute warrior known for its immense strength and relentless
aggression. Clad in a chain shirt and wielding a massive warhammer, this goblin specializes in
smashing through armor and crushing foes with devastating blows. Its brute force is unmatched
among goblins, making it a terrifying frontline fighter. With a reckless disregard for its own safety,
the Bonecrusher charges into battle, dealing overwhelming damage while shrugging off attacks.

Goblin Bonecrusher
Small humanoid (goblinoid), chaotic evil

Armor Class: 16 (chain shirt)


Hit Points: 65 (10d6 + 30)
Speed: 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 12 (+1) 16 (+3) 8 (-1) 10 (+0) 8 (-1)

Saving Throws: Str +6, Con +5


Skills: Athletics +6, Intimidation +3
Senses: Darkvision 60 ft., passive Perception 10
Languages: Common, Goblin
Challenge Rating: 4 (1,100 XP)

Brute Strength. When the Goblin Bonecrusher hits with a melee weapon attack, it deals one extra
die of damage (included in the attack).

Reckless Attack. At the start of its turn, the Bonecrusher can gain advantage on all melee weapon
attack rolls during that turn, but attack rolls against it have advantage until the start of its next
turn.

Crushing Blow (Recharge 5–6). The Goblin Bonecrusher makes a devastating melee attack with
its warhammer. If the attack hits, the target must succeed on a DC 14 Strength saving throw or be
knocked prone and stunned until the end of the Goblin Bonecrusher's next turn.

Relentless (Recharges after a Short or Long Rest). If the Goblin Bonecrusher takes 20 damage or
less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions
Multiattack. The Goblin Bonecrusher makes two melee attacks with its warhammer.

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Warhammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning
damage.

Goblin Boomflinger
The Goblin Boomflinger is a chaotic, thrill-seeking goblin with a penchant for explosions. Armed
with volatile satchels and alchemical fire, it gleefully hurls destructive concoctions into the fray,
delighting in the ensuing chaos. Nimble and crafty, the Boomflinger excels at setting traps and
slipping away unnoticed, making it a deadly menace in both skirmishes and ambushes. Its love for
destruction is matched only by its cunning, always ready to evade danger with a quick escape. The
Boomflinger is a wild card in any encounter, spreading fire and chaos wherever it goes.

Goblin Boomflinger
Small humanoid (goblinoid), chaotic evil

Armor Class: 14 (leather armor)


Hit Points: 18 (4d6 + 4)
Speed: 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 12 (+1) 13 (+1) 10 (+0) 8 (-1)

Saving Throws: Dex +4


Skills: Stealth +6, Sleight of Hand +4
Senses: Darkvision 60 ft., Passive Perception 10
Languages: Common, Goblin
Challenge Rating: 2 (450 XP)

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its
turns.

Tinker’s Tools Expertise. The Boomflinger has advantage on any ability check made using tinker’s
tools to create, disable, or identify traps and explosives.

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Actions
Boomflinger's Satchel (3/Day). Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 7
(2d6) fire damage. The satchel explodes at the start of the Boomflinger’s next turn. All creatures
within a 10-foot radius must make a DC 12 Dexterity saving throw, taking 10 (3d6) fire damage on
a failed save, or half as much damage on a successful one.

Alchemical Fire (2/Day). The Boomflinger hurls a vial of alchemical fire up to 20 feet. The target
takes 3 (1d6) fire damage at the start of each of its turns. A creature can end this damage by using
its action to make a DC 10 Dexterity check to extinguish the flames.

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Reactions
Evasion. When the Boomflinger is subjected to an effect that allows it to make a Dexterity saving
throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and
only half damage if it fails.

Goblin Deathmask
The Goblin Deathmask is a terrifying warrior, feared for its gruesome appearance and brutal
combat style. Clad in spiked armor and wielding a jagged scimitar, this small, green-skinned goblin
wears a skull mask fashioned from the bones of its fallen enemies. The mask radiates dark magic,
instilling fear in those who face it. The Deathmask thrives on intimidation, using its menacing
presence to unnerve foes before striking with swift, lethal precision. It leads other goblins into
battle with ferocious zeal, its eerie visage leaving a lasting impression on survivors.

Goblin Deathmask
Small humanoid (goblinoid), chaotic evil

Armor Class: 16 (spiked armor)


Hit Points: 55 (10d6 + 20)
Speed: 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 14 (+2)

Saving Throws: Dex +5, Con +4, Wis +3


Skills: Intimidation +6, Stealth +5, Perception +3
Senses: Darkvision 60 ft., passive Perception 13
Languages: Common, Goblin
Challenge Rating: 4 (1,100 XP)

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its
turns.

14
Deathly Visage. The Goblin Deathmask wears a terrifying mask made from the skull of a past
victim, enhanced with dark magic. As a bonus action, it can force one creature it can see within 30
feet to make a DC 14 Wisdom saving throw. On a failed save, the creature is frightened for 1
minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect
on itself on a success. A creature that succeeds on the saving throw is immune to this effect for the
next 24 hours.

Pack Tactics. The Goblin Deathmask has advantage on an attack roll against a creature if at least
one of the Deathmask's allies is within 5 feet of the creature and the ally isn't incapacitated.

Menacing Presence. The Goblin Deathmask adds its Charisma modifier to all Intimidation
checks, and creatures within 10 feet of the Deathmask have disadvantage on saving throws against
being frightened.

Actions
Multiattack. The Goblin Deathmask makes two melee attacks.

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) slashing damage.

Spiked Shield Bash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3)
piercing damage. The target must succeed on a DC 12 Constitution saving throw or be stunned
until the end of its next turn.

Frightening Shout (Recharge 5–6). The Goblin Deathmask lets out a horrifying scream. Each
creature of the Deathmask's choice that is within 30 feet of it and can hear it must succeed on a
DC 14 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the
saving throw at the end of each of its turns, ending the effect on itself on a success.

Goblin Fungalspawn
The Goblin Fungalspawn is a mutated goblin that has developed a symbiotic relationship with the
fungi growing on its body. This creature is particularly dangerous in dark, damp environments
with other bioluminescent fungi or plants, where it can use its bioluminescence to blend into its
surroundings and ambush unsuspecting prey with its toxic spores. The Fungalspawn's resilience to
poison and its ability to release spores upon death make it a challenging opponent for adventurers
who dare to venture into its territory.

Goblin Fungalspawn
Small humanoid (goblinoid), neutral evil

Armor Class: 13 (natural armor)


Hit Points: 22 (4d6 + 8)
Speed: 30 ft.

15
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 10 (+0) 12 (+1) 8 (-1)

Skills: Stealth +4, Survival +3


Damage Resistances: poison
Senses: Darkvision 60 ft., Passive Perception 11
Languages: Common, Goblin
Challenge Rating: 1 (200 XP)

Bioluminescence. The Fungalspawn’s fungal


growths emit dim light in a 10-foot radius, providing
it with advantage on Dexterity (Stealth) checks in
dim light or darkness where other bioluminescent
fungi or plants are present.

Fungal Resilience. The Fungalspawn has advantage


on saving throws against being poisoned.

Actions
Spore Cloud. The Fungalspawn releases a cloud of toxic spores in a 10-foot radius. Each creature
within the area must make a DC 12 Constitution saving throw, taking 7 (2d6) poison damage on a
failed save and being poisoned for 1 minute. On a successful save, the creature takes half damage
and is not poisoned. The poisoned creature can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.

Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 2) piercing
damage.

Reactions
Spore Burst. When the Fungalspawn is reduced to 0 hit points, it releases a burst of spores. Each
creature within 5 feet of the Fungalspawn must make a DC 12 Constitution saving throw or be
poisoned for 1 minute. The poisoned creature can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.

Goblin Hexer
The Goblin Hexer is a malevolent spellcaster, feared for its mastery of dark magic and curses.
Small and twisted, the Hexer wears ragged robes adorned with bones and charms, and its eyes
gleam with a sinister light. Armed with a crooked staff and a bag of wicked ingredients, the Hexer
weaves hexes that cripple and torment its enemies. It delights in causing pain and confusion, using
its spells to sow chaos on the battlefield. The Goblin Hexer often leads other goblins in battle,

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using its powers to bolster allies and weaken foes, making it a dangerous and unpredictable
adversary.

Goblin Hexer
Small humanoid (goblinoid), chaotic evil

Armor Class: 13 (16 with Mage Armor)


Hit Points: 33 (6d6 + 12)
Speed: 30 ft.

STR DEX CON INT WIS CHA


8 (-1) 14 (+2) 14 (+2) 12 (+1) 16 (+3) 10 (+0)

Saving Throws: Wis +5, Dex +4


Skills: Arcana +3, Deception +2, Stealth +4
Damage Resistances: Necrotic
Senses: Darkvision 60 ft., passive Perception 13
Languages: Common, Goblin
Challenge Rating: 3 (700 XP)

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its
turns.

Spellcasting. The Goblin Hexer is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell
save DC 13, +5 to hit with spell attacks). The Goblin Hexer has the following spells prepared:
• Cantrips (at will): Minor Illusion, Chill Touch, Poison Spray
• 1st level (4 slots): Hex, Mage Armor, Shield
• 2nd level (3 slots): Hold Person, Ray of Enfeeblement

Cursed Hex. When the Goblin Hexer casts Hex, it can choose to amplify the curse by sacrificing 5
hit points. If it does, the target must make a DC 13 Constitution saving throw or be paralyzed for
1 minute. The target can repeat the saving throw at the end of each of its turns, ending the
paralysis on a success.

Actions
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Chill Touch (Cantrip). Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 9 (2d8)
necrotic damage, and the target can't regain hit points until the start of the Hexer's next turn.

Ray of Enfeeblement (2nd-Level Spell). Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit:
The target deals only half damage with weapon attacks that use Strength until the spell ends. At
the end of each of the target’s turns, it can make a Constitution saving throw against the spell. On
a success, the spell ends.

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Hex (1st-Level Spell). The Goblin Hexer places a curse on a creature it can see within 90 feet.
Until the spell ends, the Hexer deals an extra 1d6 necrotic damage to the target whenever it hits it
with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on
ability checks made with the chosen ability.

Goblin Ironclaw
The Goblin Ironclaw is a fierce and relentless warrior, known for its brutal combat style and
unyielding tenacity. Clad in a chain shirt and wielding a crude metal shield, this small but
formidable goblin is distinguished by its massive iron gauntlets, each fitted with razor-sharp claws.
The Ironclaw charges into battle with a menacing grin, using its powerful claws to slash through
armor and flesh alike. Highly aggressive, it fights with a combination of brute strength and tactical
cunning, often leading the charge in goblin raids.

Goblin Ironclaw
Small humanoid (goblinoid), chaotic evil

Armor Class: 16 (chain shirt, shield)


Hit Points: 45 (7d6 + 21)
Speed: 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 16 (+3) 10 (+0) 10 (+0) 8 (-1)

Saving Throws: Str +5, Con +5


Skills: Athletics +5, Intimidation +3, Stealth +4
Senses: Darkvision 60 ft., passive Perception 10
Languages: Common, Goblin
Challenge Rating: 4 (1,100 XP)

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its
turns.

Ironclaw Gauntlets. The Goblin Ironclaw wears a pair of heavy metal gauntlets with razor-sharp
claws. These claws allow it to make powerful melee attacks that deal slashing damage.

Brute. A melee weapon deals one extra die of its damage when the Goblin Ironclaw hits with it
(included in the attack).

Relentless (Recharges after a Short or Long Rest). If the Goblin Ironclaw takes 20 damage or less
that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

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Actions
Multiattack. The Goblin Ironclaw makes two melee attacks with its Ironclaw Gauntlets.

Ironclaw Gauntlets. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 3)
slashing damage.

Iron Grip (Recharge 5–6). The Goblin Ironclaw attempts to grapple a creature within 5 feet of it.
The target must succeed on a DC 13 Strength saving throw or be grappled (escape DC 13). While
grappled, the target takes 7 (2d6) slashing damage at the start of each of the Goblin Ironclaw's
turns. The Goblin Ironclaw cannot use its Ironclaw Gauntlets on another target while maintaining
the grapple.

Goblin Luminara
The Goblin Luminara is a rare and radiant goblin. With glowing skin and a gentle aura,
Luminaras serve as protectors of sacred groves and healers of the wounded. Unlike typical goblins,
they strive for harmony and balance, often acting as mediators between nature and civilization.
Their peaceful nature sets them apart, and they are viewed with awe or suspicion by other goblins,
who see their beauty as unnatural. Though often shunned by their own kind, Luminaras quietly
offer guidance and hope, believing in redemption and inner light.

Goblin Luminara
Small humanoid (goblinoid), neutral good

Armor Class: 15 (natural grace)


Hit Points: 40 (7d6 + 14)
Speed: 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 18 (+4) 14 (+2) 12 (+1) 16 (+3) 14 (+2)

Saving Throws: Dex +6, Wis +5


Skills: Insight +5, Nature +4, Perception +5, Stealth
+6
Senses: Darkvision 60 ft., Passive Perception 15
Languages: Common, Goblin, Elvish
Challenge Rating: 3 (700 XP)

Grace of the Dawn. The Luminara can use its reaction to give itself advantage on a saving throw
or impose disadvantage on an attack roll targeting it.

Radiant Presence. The Luminara emits a gentle aura of light in a 10-foot radius. Allies within the
light gain advantage on saving throws against being frightened.

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Innate Spellcasting. The Luminara’s innate spellcasting ability is Wisdom (spell save DC 13). It
can innately cast the following spells, requiring no material components:
• At will: Light, Cure Wounds
• 1/day each: Bless, Healing Word, Guiding Bolt

Actions
Radiant Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d6) radiant damage,
and the target must succeed on a DC 13 Constitution saving throw or be blinded until the end of
its next turn. Alternatively, the Luminara can use this touch to heal a creature for 7 (2d6) hit
points instead of dealing damage.

Shimmering Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) radiant
damage.

Bonus Actions
Blessing of Light (1/Day). The Luminara can cast Bless on up to three creatures within 30 feet. In
addition to the normal effects of the spell, affected creatures gain 5 temporary hit points.

Reactions
Grace of the Dawn. When targeted by an attack, the Luminara can use its reaction to impose
disadvantage on the attack roll.

Goblin Nightblade
The Goblin Nightblade is a shadowy and lethal assassin, feared for its stealth and precision. Clad
in dark, tattered leather armor, this small, green-skinned goblin moves with eerie silence, blending
seamlessly into the shadows. Armed with a sharp shortsword and a belt of throwing daggers, the
Nightblade strikes swiftly and without warning, targeting vital areas with deadly accuracy. Its
glowing, cunning eyes reveal a keen intellect, always calculating the perfect moment to attack. The
Nightblade thrives in darkness, using its ability to
teleport through shadows to evade detection and
position itself for the perfect, lethal strike.

Goblin Nightblade
Small humanoid (goblinoid), chaotic evil

Armor Class: 15 (studded leather)


Hit Points: 38 (7d6 + 14)
Speed: 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 18 (+4) 14 (+2) 12 (+1) 12 (+1) 10 (+0)

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22
Saving Throws: Dex +6, Int +3
Skills: Acrobatics +6, Perception +5, Sleight of Hand +6, Stealth +8
Damage Resistances: Poison
Senses: Darkvision 60 ft., passive Perception 15
Languages: Common, Goblin
Challenge Rating: 3 (700 XP)

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its
turns.

Sneak Attack. Once per turn, the Goblin Nightblade deals an extra 14 (4d6) damage when it hits
a target with a weapon attack and has advantage on the attack roll, or when the target is within 5
feet of an ally of the Nightblade that isn't incapacitated and the Nightblade doesn't have
disadvantage on the attack roll.

Cunning Action. The Goblin Nightblade can Dash, Disengage, or Hide as a bonus action on each
of its turns.

Shadow Step. The Goblin Nightblade can teleport up to 60 feet to an unoccupied space it can see
that is in dim light or darkness. The Nightblade then has advantage on the first melee attack it
makes before the end of the turn. The Nightblade can use this feature three times per day.

Actions
Multiattack. The Goblin Nightblade makes two melee attacks with its shortsword or two ranged
attacks with its dagger.

Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing
damage.

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6
(1d4 + 4) piercing damage.

Poisoned Blade (Recharge 5–6). The Goblin Nightblade coats its blade with a potent poison. The
next time it hits a creature with a melee weapon attack, the target must make a DC 14
Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much on a
successful one.

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Goblin Plaguebearer
The Goblin Plaguebearer is a grotesque and twisted creature, its green skin marred by sores and
pustules. Clad in tattered, grime-stained robes, it carries a vial of toxic liquid and a gnarled staff,
spreading disease wherever it goes. Surrounded by a sickly green aura, the Plaguebearer infects
everything it touches with the Wasting Plague, a deadly disease that causes debilitating weakness
and slow, agonizing death. Feared even by its own kind, this vile goblin delights in spreading
sickness and decay, leaving a trail of death in its
wake.

Goblin Plaguebearer
Small humanoid (goblinoid), chaotic evil

Armor Class: 13 (natural armor)


Hit Points: 44 (8d6 + 16)
Speed: 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 8 (-1)

Saving Throws: Con +4, Wis +3


Skills: Stealth +4, Survival +3, Medicine +3
Damage Resistances: Poison; Bludgeoning, Piercing,
and Slashing from Nonmagical Attacks
Condition Immunities: Poisoned
Senses: Darkvision 60 ft., passive Perception 11
Languages: Common, Goblin
Challenge Rating: 3 (700 XP)

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its
turns.

Infectious Aura. The Goblin Plaguebearer emits an aura of disease. At the start of each of the
Goblin Plaguebearer's turns, each creature within 10 feet of it must succeed on a DC 13
Constitution saving throw or be poisoned until the start of the Goblin Plaguebearer's next turn.

Diseased Flesh. Any creature that touches the Goblin Plaguebearer or hits it with a melee attack
while within 5 feet of it must succeed on a DC 13 Constitution saving throw or become infected
with Wasting Plague (see below). The creature is poisoned while infected. The creature can repeat
the saving throw at the end of each long rest, ending the disease on a success.

Actions
Plague Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 2) necrotic
damage. The target must succeed on a DC 13 Constitution saving throw or become infected with

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Wasting Plague (see below). The creature is poisoned while infected. The creature can repeat the
saving throw at the end of each long rest, ending the disease on a success.

Contagion Spread (Recharge 5–6). The Goblin Plaguebearer throws a vial of disease-ridden liquid
that explodes on impact, creating a 15-foot radius cloud of toxic gas centered on a point within 30
feet. Each creature in the area must make a DC 13 Constitution saving throw or become infected
with Wasting Plague (see below). The cloud persists for 1 minute, and any creature that ends its
turn in the cloud must repeat the saving throw.

Wasting Plague
Disease (Debilitating)

Symptoms: The Wasting Plague causes severe


fatigue, muscle weakness, and uncontrollable
coughing fits. The infected creature suffers from
the following effects:
• Stage 1: (First 24 hours) The creature has
disadvantage on Strength and Dexterity
ability checks and saving throws.
• Stage 2: (After 24 hours if the disease is
not cured) The creature’s hit point
maximum is reduced by 1d10 for each
day it remains infected. This reduction
lasts until the disease is cured. If the
creature's hit point maximum drops to 0, it dies.
• Stage 3: (After 3 days if the disease is not cured) The creature is incapacitated and unable
to take actions or reactions as it is overwhelmed by the disease. Additionally, the creature
must succeed on a DC 13 Constitution saving throw at the end of each day or die.

Cure: The disease can be cured by any effect that removes a curse, disease, or poison, such as Lesser
Restoration or Heal. If the creature succeeds on three consecutive saving throws at the end of long
rests, the disease is also cured.

Goblin Poisoner
The Goblin Poisoner is a cunning and devious assassin, specializing in the art of toxins and
venom. Small and stealthy, it wears dark leather armor and carries an assortment of vials filled
with deadly concoctions. With a sly grin, the Poisoner coats its weapons in potent poisons, ready
to incapacitate or kill with a single strike. It excels in ambushes, striking from the shadows before
retreating to safety. The Goblin Poisoner is feared for its ability to cripple even the strongest foes,
leaving them weakened and vulnerable, all while remaining unseen and elusive.

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Goblin Poisoner
Small humanoid (goblinoid), chaotic evil

Armor Class: 14 (leather armor)


Hit Points: 32 (7d6 + 7)
Speed: 30 ft.

STR DEX CON INT WIS CHA


8 (-1) 16 (+3) 12 (+1) 14 (+2) 12 (+1) 10 (+0)

Saving Throws: Dex +5, Int +4


Skills: Deception +4, Sleight of Hand +5, Stealth +7,
Poisoner’s Kit +6
Damage Resistances: Poison
Senses: Darkvision 60 ft., passive Perception 11
Languages: Common, Goblin
Challenge Rating: 3 (700 XP)

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its
turns.

Cunning Action. The Goblin Poisoner can Dash, Disengage, or Hide as a bonus action on each of
its turns.

Poison Mastery. The Goblin Poisoner has advantage on saving throws against poison and
resistance to poison damage. It can apply poison to a weapon or piece of ammunition as a bonus
action. Additionally, the Goblin Poisoner’s attacks with poisoned weapons deal an extra 7 (2d6)
poison damage.

Actions
Multiattack. The Goblin Poisoner makes two melee attacks with its poisoned dagger or two ranged
attacks with its shortbow.

Poisoned Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing
damage plus 7 (2d6) poison damage.

Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing
damage plus 7 (2d6) poison damage.

Poison Cloud (Recharge 5–6). The Goblin Poisoner throws a small vial that shatters on impact,
releasing a cloud of toxic gas in a 10-foot radius centered on a point within 30 feet. Each creature
in that area must make a DC 13 Constitution saving throw, taking 14 (4d6) poison damage on a
failed save, or half as much on a successful one. The cloud persists for 1 minute, and any creature
that ends its turn in the cloud must repeat the saving throw.

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Goblin Seer
The Goblin Seer is a rare and mystical goblin with the ability to glimpse the future. Small and
elusive, it uses its foresight to guide allies and manipulate fate. The Seer is often found at the
center of a goblin warband, predicting enemy movements and shifting the tide of battle with
cryptic warnings. With its deep insight and strange power, it can curse enemies with visions of
their demise, weakening them and causing uncertainty. Though physically frail, the Goblin Seer’s
gift for predicting events makes it a powerful and cunning force in any conflict.

Goblin Seer
Small humanoid (goblinoid), chaotic neutral

Armor Class: 13 (natural armor)


Hit Points: 33 (6d6 + 12)
Speed: 30 ft.

STR DEX CON INT WIS CHA


8 (-1) 14 (+2) 14 (+2) 12 (+1) 16 (+3) 10 (+0)

Saving Throws: Wis +5, Dex +4


Skills: Insight +5, Perception +5, Arcana +4
Senses: Darkvision 60 ft., passive Perception 15
Languages: Common, Goblin
Challenge Rating: 3 (700 XP)

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its
turns.

Foresight (Recharge 5–6). The Goblin Seer can roll a d20 and record the result. At any time
within the next hour, it can replace any attack roll, saving throw, or ability check made by itself or
an ally within 30 feet with this roll. The Seer must use this roll before the result of the original roll
is revealed.

Precognitive Insight. The Goblin Seer has advantage on initiative rolls, and it cannot be surprised
while conscious.

Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) piercing
damage.

Foresight Blast. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 11 (2d10) psychic
damage, and the target has disadvantage on its next attack roll.

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Doomsayer (Recharge 5–6). The Goblin Seer predicts the demise of a target it can see within 60
feet. The target must succeed on a DC 13 Wisdom saving throw or be cursed for 1 minute. While
cursed, the target has disadvantage on all attack rolls and saving throws.

Goblin Skirmisher Captain


The Goblin Skirmisher Captain is a swift and cunning leader, specializing in hit-and-run tactics.
Agile and tactical, it commands small groups of goblins in lightning-fast ambushes, using superior
speed and mobility to outmaneuver enemies.
Wielding a shortsword and shortbow, the
Skirmisher Captain strikes from the shadows and
quickly retreats, coordinating attacks with precision.
Its ability to guide goblins in battle and exploit
enemy weaknesses makes it a dangerous foe in the
field. Leading from the front, the Skirmisher
Captain thrives on guerrilla tactics, ensuring its
warband is always one step ahead of their enemies.

Goblin Skirmisher Captain


Small humanoid (goblinoid), chaotic evil

Armor Class: 15 (studded leather)


Hit Points: 45 (7d6 + 21)
Speed: 35 ft.

STR DEX CON INT WIS CHA


10 (+0) 18 (+4) 14 (+2) 12 (+1) 12 (+1) 12 (+1)

Saving Throws: Dex +6, Con +4


Skills: Acrobatics +6, Perception +4, Stealth +8, Survival +4
Senses: Darkvision 60 ft., passive Perception 14
Languages: Common, Goblin
Challenge Rating: 3 (700 XP)

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its
turns.

Skirmisher Tactics. When the Goblin Skirmisher Captain moves at least 10 feet on its turn before
making an attack, the attack deals an extra 7 (2d6) damage.

Ambush Leader. If the Goblin Skirmisher Captain surprises a creature at the start of combat, it
has advantage on attack rolls against that creature for the first round of combat. Additionally, all
allied goblins within 30 feet gain advantage on their attack rolls against surprised enemies for 1
round.

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Tactical Retreat. When the Goblin Skirmisher Captain hits a creature with a weapon attack, it
can use a bonus action to command up to two goblin allies within 30 feet to take the Disengage or
Dash action.

Actions
Multiattack. The Goblin Skirmisher Captain makes two attacks with its shortsword or shortbow.

Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 4) piercing
damage.

Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing
damage.

Precise Strike (Recharge 5-6). The Goblin Skirmisher Captain can grant an allied goblin within 30
feet an immediate attack with advantage. The target also deals an extra 7 (2d6) damage if the attack
hits.

Goblin Skyreaver
The Goblin Skyreaver is a daring and skilled goblin warrior who commands the skies atop a fierce
flying mount. Clad in studded leather armor and wielding a shortsword and bow, the Skyreaver
excels in hit-and-run tactics, harassing enemies from above with deadly precision. Known for their
agility and aerial maneuvers, Skyreavers can dive bomb targets with devastating force, making them
a fearsome presence on the battlefield. Their cunning and mastery of mounted combat make them
formidable opponents, especially when they strike from above with the element of surprise.

Goblin Skyreaver
Small humanoid (goblinoid), chaotic evil

Armor Class: 15 (studded leather armor)


Hit Points: 52 (8d6 + 24)
Speed: 30 ft., fly 60 ft. (on mount)

STR DEX CON INT WIS CHA


10 (+0) 18 (+4) 16 (+3) 12 (+1) 10 (+0) 8 (-1)

Saving Throws: Dex +7, Wis +3


Skills: Acrobatics +7, Perception +3, Stealth +7
Senses: Darkvision 60 ft., Passive Perception 13
Languages: Common, Goblin
Challenge Rating: 7 (2,900 XP)

30
Nimble Escape. The Goblin Skyreaver can take the Disengage or Hide action as a bonus action on
each of its turns.

Mounted Combatant. The Skyreaver has advantage on melee attack rolls against any unmounted
creature smaller than its mount.

Aerial Mastery. While mounted, the Skyreaver's mount has advantage on Dexterity saving throws
against effects that target only the mount.

Actions
Multiattack. The Skyreaver makes two attacks with its shortsword or shortbow.

Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing
damage.

Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing
damage.

Dive Bomb (Recharge 5-6). While mounted, the Skyreaver can command its mount to dive at a
target and strike with great force. The mount moves up to its speed in a straight line toward a
target and makes a melee attack with advantage. On a hit, the attack deals an additional 10 (3d6)
damage.

Reactions
Evasive Maneuver. When the Skyreaver or its mount is targeted by an attack, the Skyreaver can
command the mount to perform an evasive maneuver, granting the mount advantage on its next
Dexterity saving throw or imposing disadvantage on the attack roll.

Razorwing
Large beast, unaligned

Armor Class: 16 (natural armor)


Hit Points: 85 (10d10 + 30)
Speed: 20 ft., fly 60 ft.

STR DEX CON INT WIS CHA


18 (+4) 14 (+2) 16 (+3) 5 (-3) 12 (+1) 7 (-2)

Saving Throws: Dex +5, Wis +4


Skills: Perception +4
Senses: Darkvision 60 ft., Passive Perception 14
Languages: —
Challenge: 5 (1,800 XP)

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Keen Senses. The Razorwing has advantage on Wisdom (Perception) checks that rely on sight or
smell.

Dive Attack. If the Razorwing is flying and dives at least 30 feet straight toward a target and then
hits with a melee weapon attack, the target takes an extra 10 (3d6) damage.

Aerial Agility. The Razorwing can take the Dash action as a bonus action while flying.

Actions
Multiattack. The Razorwing makes two attacks: one with its beak and one with its talons.

Beak. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 4) piercing damage.

Talons. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 4) slashing damage.

Wing Buffet (Recharge 5-6). The Razorwing beats its wings powerfully. Each creature within 10
feet of the Razorwing must succeed on a DC 15 Strength saving throw or take 12 (2d6 + 5)
bludgeoning damage and be knocked prone. The Razorwing can then fly up to half its flying speed.

Goblin Spike Fighter


The Goblin Spike Fighter is a brutal combatant, clad in spiked armor that turns its entire body
into a weapon. Small and fierce, this goblin specializes in close-quarters combat, using its spiked
gauntlets to slash through enemies with vicious efficiency. Its armor is designed to punish
attackers, inflicting damage on those who strike too close. With a savage grin, the Spike Fighter
charges into battle, relying on its resilience and sheer aggression to overwhelm foes. It thrives in
chaotic skirmishes, where its spiked armor and relentless attacks can cause maximum carnage.

Goblin Spike Fighter


Small humanoid (goblinoid), chaotic evil

Armor Class: 15 (spiked armor)


Hit Points: 27 (5d6 + 10)
Speed: 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 14 (+2) 14 (+2) 10 (+0) 10 (+0) 8 (-1)

Saving Throws: Dex +4, Con +4


Skills: Athletics +4, Intimidation +1, Stealth +4
Damage Resistances: Piercing
Senses: Darkvision 60 ft., passive Perception 10
Languages: Common, Goblin
Challenge Rating: 2 (450 XP)

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Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its
turns.

Spiked Armor. The Goblin Spike Fighter wears armor covered in spikes. When a creature
grapples the Goblin Spike Fighter or is grappled by it, the creature takes 5 (1d4 + 3) piercing
damage at the start of each of its turns.

Reckless Attack. At the start of its turn, the Goblin Spike Fighter can gain advantage on all melee
weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its
next turn.

Actions
Multiattack. The Goblin Spike Fighter makes two melee attacks.

Spiked Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) piercing
damage.

Body Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 2) bludgeoning
damage. If the target is Medium or smaller, it must succeed on a DC 12 Strength saving throw or
be knocked prone.

Spiked Shield Bash. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2)
piercing damage. The target must succeed on a DC 12 Constitution saving throw or take an
additional 4 (1d8) piercing damage.

Goblin Squiggle Wheel


The Goblin Squiggle Wheel is an unpredictable, spinning death machine designed to randomly
roll across the battlefield, dealing both bludgeoning and slashing damage to everything in its path.
Its wild movement and dangerous spikes make it a
chaotic and fearsome siege weapon.

Goblin Squiggle Wheel


Large Vehicle (15 ft. by 15 ft.)

Creature Capacity: 2 goblin crew


Cargo Capacity: None
Travel Pace: 5 miles per hour (120 miles per day)
Speed: 40 ft. per round

STR DEX CON INT WIS CHA


18 (+4) 10 (+0) 15 (+2) 0 0 0

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Damage Immunities: poison, psychic
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, incapacitated,
paralyzed, petrified, poisoned, prone, stunned, unconscious

Actions
On its turn, the Goblin Squiggle Wheel can take 2 actions if it has two crew members or 1 action
if it has fewer than two. It cannot take any actions if it has no crew. Choose from the options
below:

Wild Spin.
The Squiggle Wheel charges forward in a straight line for up to 40 feet. Any creature in its path
must make a DC 14 Dexterity saving throw or take 22 (4d10) slashing damage as they are hit by
the spinning spikes and blades attached to the wheel. The Squiggle Wheel continues to move in
random directions after each attack, determined by rolling a d8 to select the direction (north,
northeast, etc.).

Spiked Impact.
The Squiggle Wheel smashes into a target. Any creature or object hit must make a DC 14 Strength
saving throw or take 33 (6d10) bludgeoning damage. If a creature fails the saving throw by 5 or
more, they are also knocked prone and take an additional 10 (2d6) slashing damage from the
spikes.

Hull
• Armor Class 16
• Hit Points 100 (damage threshold 10)

Control: Central Axis


• Armor Class 14
• Hit Points 60
• The Central Axis must be intact to allow the Squiggle Wheel to spin properly. If destroyed,
the Squiggle Wheel loses its ability to use the Wild Spin action and its movement is halved.

Movement: Manual Propulsion


• Armor Class 12
• Hit Points 60
• Speed 40 ft. per round when pushed or pulled by the goblin crew. If this component is
destroyed, the Squiggle Wheel becomes immobile.

Weapon: Spiked Body


• Armor Class 15
• Hit Points 80
• Any creature that comes into direct contact with the Squiggle Wheel's spikes during its
movement or attack must succeed on a DC 14 Dexterity saving throw or take 10 (2d6)
slashing damage from the spikes.

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Goblin Twinfang
The Goblin Twinfang is a rare, two-headed goblin with a chaotic personality. Each head has its
own distinct voice and opinion, leading to constant bickering and unpredictable behavior. This
duality makes the Twinfang highly reactive in combat, able to dodge attacks and strike swiftly from
multiple angles. Its enhanced perception and split attention allow it to wield two weapons
effectively, making it a dangerous adversary. Despite their quarrels, when the heads cooperate, the
Twinfang becomes a formidable foe, capable of overwhelming its enemies with speed and
precision.

Goblin Twinfang
Small humanoid (goblinoid), chaotic neutral

Armor Class: 14 (natural agility)


Hit Points: 45 (6d6 + 24)
Speed: 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 18 (+4) 16 (+3) 10 (+0) 10 (+0) 8 (-1)

Saving Throws: Dex +6, Con +5


Skills: Perception +4, Stealth +6
Senses: Darkvision 60 ft., Passive Perception 14
Languages: Goblin, Common
Challenge Rating: 3 (700 XP)

Dual Minds. The Twinfang has advantage on saving throws against being charmed, frightened, or
stunned.

Bickering Dodge (Recharges on a Short or Long Rest). When the Twinfang is targeted by an
attack, it can use its reaction to impose disadvantage on the attack roll.

Two-Headed Fury. The Twinfang can attack twice with different weapons. If both attacks hit, it
can make a bite attack as a bonus action.

Actions
Multiattack. The Twinfang makes two attacks, one with its shortsword and one with its shortbow.

Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing
damage.

Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing
damage.

36
Bite (Bonus Action). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 4)
piercing damage.

Goblin Whackbanger
The Goblin Whackbanger is a wild, unpredictable force of destruction. Known for charging into
battle with reckless abandon, Whackbangers spin, stumble, and smash anything in their path, all
while cackling with gleeful madness. Their zany combat style makes them both dangerous and
hilarious, turning every fight into chaotic mayhem. Whether headbutting foes or wildly swinging
their clubs, these goblins live for the thrill of battle—and the weirder, the better!

Goblin Whackbanger
Small humanoid (goblinoid), chaotic neutral

Armor Class: 14 (hide armor)


Hit Points: 60 (8d6 + 32)
Speed: 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 18 (+4) 8 (-1) 10 (+0) 8 (-1)

Saving Throws: Str +5, Con +6


Skills: Athletics +5, Intimidation +2
Senses: Darkvision 60 ft., Passive Perception 10
Languages: Common, Goblin
Challenge Rating: 3 (700 XP)

Whackin' Frenzy (Recharges after a Short or Long Rest). The Whackbanger can enter a whackin’
frenzy for 1 minute, during which it has advantage on Strength checks and saving throws, and it
can make an additional attack when it takes the Attack action on its turn. While in this frenzy, it
has resistance to bludgeoning, piercing, and slashing damage.

Zany Combatant. When the Whackbanger attacks, it can use a bonus action to do something
unpredictable. Roll a d6 to determine the result:

1-2: The Whackbanger spins wildly, hitting all creatures within 5 feet with its weapon for 1d6
bludgeoning damage.
3-4: The Whackbanger trips but tumbles into its target, dealing an extra 1d6 bludgeoning damage.
5-6: The Whackbanger cackles madly, gaining advantage on its next attack.

Actions
Multiattack. The Whackbanger makes two attacks with its club.

Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.

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Whacky Headbutt. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3)
bludgeoning damage, and the target must make a DC 13 Constitution saving throw or be stunned
until the start of its next turn.

Goblin Witch Doctor


The Goblin Witch Doctor is a sinister and cunning figure, revered and feared within its tribe.
Adorned in tattered robes decorated with bones, feathers, and small skulls, this goblin wields dark
magic with eerie glee. Its glowing eyes and twisted staff, topped with a glowing crystal, hint at its
deep connection to the spirit world. The Witch Doctor is a master of curses, poisons, and
necromancy, often summoning spirits or raising the dead to serve its will. It uses its knowledge of
dark rituals to heal allies or cripple foes, making it an unpredictable force in battle.

Goblin Witch Doctor


Small humanoid (goblinoid), chaotic evil

Armor Class: 13 (natural armor)


Hit Points: 45 (7d6 + 21)
Speed: 30 ft.

STR DEX CON INT WIS CHA


8 (-1) 14 (+2) 16 (+3) 12 (+1) 15 (+2) 10 (+0)

Saving Throws: Wis +4, Con +5


Skills: Medicine +4, Nature +3, Religion +3, Stealth
+4
Damage Resistances: Poison
Senses: Darkvision 60 ft., passive Perception 12
Languages: Common, Goblin
Challenge Rating: 4 (1,100 XP)

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its
turns.

Spellcasting. The Goblin Witch Doctor is a 5th-level spellcaster. Its spellcasting ability is Wisdom
(spell save DC 13, +5 to hit with spell attacks). The Goblin Witch Doctor has the following spells
prepared:
• Cantrips (at will): Poison Spray, Spare the Dying, Thaumaturgy
• 1st level (4 slots): Cure Wounds, Inflict Wounds, Bane
• 2nd level (3 slots): Lesser Restoration, Hold Person
• 3rd level (2 slots): Animate Dead, Bestow Curse

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Dark Magic Ritual. The Goblin Witch Doctor can perform a 1-minute ritual to cast Animate Dead
without expending a spell slot once per day. The undead created this way serve the Witch Doctor
for 24 hours before crumbling to dust.

Totemic Ward. The Goblin Witch Doctor carries a small totem that grants it resistance to
bludgeoning, piercing, and slashing damage from nonmagical attacks. This totem can be destroyed
by a successful attack targeting it specifically (AC 13, 10 HP).

Actions
Cast a Spell. The Goblin Witch Doctor can cast a spell from its spell list as an action. It can
choose any of the spells it has prepared, using its Wisdom as its spellcasting ability.

Staff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) bludgeoning damage.

Goblin Zipspark
The Goblin Zipspark is a hyperactive goblin with incredible speed and reflexes. With jittery
movements and a mischievous grin, Zipsparks dart across the battlefield, dodging attacks and
zipping past enemies with ease. They thrive in chaos, using their speed to confuse and
outmaneuver foes. While not the strongest in direct combat, their ability to move at lightning
speeds makes them difficult to hit and dangerous to chase. They revel in the thrill of being faster
than anything else.

Goblin Zipspark
Small humanoid (goblinoid), chaotic neutral

Armor Class: 15 (natural agility)


Hit Points: 32 (5d6 + 15)
Speed: 50 ft.

STR DEX CON INT WIS CHA


10 (+0) 18 (+4) 16 (+3) 12 (+1) 10 (+0) 8 (-1)

Saving Throws: Dex +6


Skills: Acrobatics +6, Stealth +6, Sleight of Hand +6
Senses: Darkvision 60 ft., Passive Perception 10
Languages: Goblin, Common
Challenge Rating: 2 (450 XP)

Zippy Agility. The Zipspark can take the Dash or Disengage action as a bonus action on each of its
turns.

Lightning Reflexes. When the Zipspark is hit by an attack, it can use its reaction to reduce the
damage by 1d8 + 4, representing its ability to dodge and deflect blows.

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Blurred Speed. Attack rolls against the Zipspark have disadvantage if it already moved 20 feet or
more on its turn.

Actions
Multiattack. The Zipspark makes two attacks with its dagger or one attack with its shortbow.

Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 4) piercing damage.

Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 8 (1d6 + 4) piercing
damage.

Zipslash (Recharge 5-6). The Zipspark dashes up to 40 feet in a straight line, slashing every enemy
in its path. Each creature in the line must make a DC 13 Dexterity saving throw, taking 12 (3d6)
slashing damage on a failed save, or half as much damage on a successful one.

Spriggle
The Spriggle is a tiny, elusive fey goblin that dwells in enchanted forests, living high among the
trees. It uses its natural surroundings to hide and ambush intruders, blending effortlessly with
foliage thanks to its Leaf Cloak ability. Agile and quick, the Spriggle can teleport between trees with
its Tree Step, making it difficult to catch. It defends its territory with Branch Darts and conjured
thorny vines to trap enemies.

Spriggle
Tiny fey, chaotic neutral

Armor Class: 15 (natural armor)


Hit Points: 18 (4d4 + 8)
Speed: 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA


6 (-2) 16 (+3) 14 (+2) 10 (+0) 13 (+1) 12 (+1)

Saving Throws: Dex +5, Wis +3


Skills: Perception +3, Stealth +7, Survival +5
Senses: Darkvision 60 ft., passive Perception 13
Languages: Common, Sylvan, Goblin
Challenge Rating: 1 (200 XP)

Leaf Cloak. The Spriggle can use the Hide action even when only lightly obscured by foliage,
branches, or other natural features. While in these areas, the Spriggle also has advantage on
Dexterity (Stealth) checks.

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Tree Step (Recharge 5–6). As a bonus action, the Spriggle can teleport up to 30 feet to an
unoccupied space within the branches of a tree or large plant that it can see. Both the origin and
destination must be within 5 feet of a tree or plant.

Actions
Branch Dart. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 9 (2d6 + 3)
piercing damage and 3 (1d6) poison damage.

Vine Snare (1/Short Rest). The Spriggle conjures thorny vines in a 10-foot radius centered on a
point within 30 feet. Each creature in the area must make a DC 12 Strength saving throw or be
restrained. A creature restrained by the vines can use its action to make a DC 12 Strength check,
freeing itself on a success.

Wispjester
The Wispjester is a tiny, mischievous fey goblin that thrives on trickery and illusions. With its
ability to control wisps of light and shadow, it uses magic to confuse and mislead its enemies.
Often flitting between shadows, the Wispjester delights in causing chaos, turning foes against one
another with its fey trickery. Its agility and magical prowess make it a difficult target, while its
playful nature masks its dangerous intent. In battle, it relies on illusionary magic and clever tactics,
using confusion to dominate its opponents.

Wispjester
Tiny fey, chaotic neutral

Armor Class: 14 (natural armor)


Hit Points: 22 (5d4 + 10)
Speed: 30 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA


4 (-3) 18 (+4) 14 (+2) 12 (+1) 13 (+1) 16 (+3)

Saving Throws: Dex +6, Cha +5


Skills: Deception +5, Stealth +6, Arcana +3,
Perception +3
Senses: Darkvision 60 ft., passive Perception 13
Languages: Common, Sylvan, Goblin
Challenge Rating: 2 (450 XP)

Innate Spellcasting. The Wispjester's innate spellcasting ability is Charisma (spell save DC 13). It
can innately cast the following spells, requiring no material components:
• At will: dancing lights, minor illusion, mage hand
• 3/day: faerie fire, invisibility
• 1/day: mirror image, blur

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Evasion. If the Wispjester is subjected to an effect that allows it to make a Dexterity saving throw
to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only
half damage if it fails.

Fey Trickery. The Wispjester can use its action to force a creature within 30 feet to make a DC 13
Wisdom saving throw or be charmed for 1 minute. While charmed, the target perceives friendly
creatures as hostile and hostile creatures as friendly. The target can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a success.

Shadow Step (Recharge 4-6). As a bonus action, the Wispjester can teleport up to 30 feet to an
unoccupied space it can see that is in dim light or darkness. After teleporting, it has advantage on
the next attack it makes before the end of its turn.

Actions
Wisp Bolt. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 13 (3d6 + 4) radiant damage.

Jester’s Trick (1/Short Rest). The Wispjester conjures a disorienting illusion that affects all
creatures within a 20-foot radius. Each creature must make a DC 13 Intelligence saving throw or
be stunned until the end of its next turn.

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© 2024 by Westbright Creations LLC

Any perceived slight of any individual or organization is purely unintentional.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by
Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-
document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International
License available at https://creativecommons.org/licenses/by/4.0/legalcode.

Images and editing with the assistance of ChatGPT and Dall-E.

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