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Goblin Boss


AC 16 (chain shirt, buckler shield)

HP 24 (7d6; bloodied 12)

Speed 30 ft.

Proficiency +2; Maneuver DC 12

Skills Stealth +4 (+1d4), Intimidation +3

Senses darkvision 60 ft., passive Perception 11

Languages Common, Goblin


Multiattack. The goblin attacks twice with its scimitar.

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

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Command Minions. Up to 3 goblins within 30 feet that can hear or see it use their reactions to make a single melee attack each.


Nimble Escape. The goblin takes the Disengage or Hide action.


Goblins attack only when they outnumber their opponents. They employ ambush, firing arrows from hiding and then using Nimble Escape to hide elsewhere. When they can, they turn an aspect of the battle to their advantage, attacking in darkness or from above or amongst traps and hazards. If a goblin is engaged in melee while not in an advantageous position, it attacks with its shortsword and then disengages. Unless a powerful leader forces them to stand their ground, goblins retreat once they no longer outnumber their enemy.

Goblin Names

Blacktooth, Briarbones, Dinda, Flea, Flundercork, Grimgargle, Gurp, One-Toe, Ood, Skirn, Thrunk, Vivvle

Legends and Lore

With a History or Nature check, characters can learn the following:

DC 10 Goblins are small humanoids. While many find them disgusting, they are clever and resourceful creatures.

DC 15 Goblins rarely attack unless they outnumber their foes. For every goblin you see, there are usually two more lurking nearby.

DC 20 Goblins sometimes serve larger humanoids or train giant rats as watchdogs or mounts.


When goblins aren’t being driven into battle by hobgoblins , bugbears , or evil sorcerers, sometimes one of their own number rises up to do the driving. Goblin bosses are slightly stronger, cleverer, and more ambitious than their subordinates—attributes they believe make them worthy of all the tribe’s treasure.


Lone Behavior

1–3 Scouting or patrolling for a larger group

4 Exiled; will betray its former comrades’ location to well-armed travelers (unless it’s a doublecross?)

5 Loaded down with stolen treasure

6 A goblin with no tribe; it knows the local area well

Group Behavior in Desert or Grassland

1 Drinking and filling waterskins at a well or stream

2 Hungry; arguing about the direction of the nearest food source

3 Traders who know their way through the trackless expanse

4 Living in an abandoned temple or palace

Group Behavior in Hills or Mountains

1 Hiding at a peak or clifftop, waiting to ambush travelers

2 Dragging a stumbling dwarf captive back to their camp

3 Fleeing from tyrannical hobgoblin masters

4 Scouting near their lair

Group Behavior in Tundra

1 Pulling and riding in a dogsled

2 Shivering next to a campfire

3 Having a snowball fight

4 Lying in ambush under snow

Group Behavior in Forest, Jungle, or Swamp

1 Hiding in the underbrush, waiting to ambush travelers

2 Stealthily surrounding an isolated homestead

3 Setting fires or preparing a fire trap

4 Lying in ambush in the trees, armed with nets

Group Behavior in Settled Land

1 On a raid, setting fire to a barn

2 Stealing panicky horses, several goblins to a horse

3 With goods to trade

4 Running a traveling circus or theater

Group Behavior Underground

1 Unwilling servants of a tough monster

2 Struggling to open a stuck door or crawl through a narrow crack

3 Spreading caltrops

4 Sleeping, guarded by a drowsy sentry

5 Looking down from holes in the ceiling, prepared to shoot arrows and drop rocks

6 Hiding in ambush behind giant mushrooms, stalagmites, furniture, or pillars


1 DC 15 Perception or Survival check: small footprints

2 DC 15 Perception or Survival check: a concealed trap, such as a hunting trap, pit trap, or tripwire

3 A filthy campsite

4 A looted corpse or an arrow-riddled game animal

5 A dead goblin

6 Discarded gear, such as a broken shortsword, an arrow stuck in the ground, or a smashed bottle


Goblins can eke out an existence in nearly any environment.

CR 0–2 1d4 goblins ; goblin with bloodhawk or giant rat

Treasure 25 gp, 150 sp, 3 potions of climbing , 2 potions of healing

CR 3–4 4 to 6 goblins with goblin boss , goblin warlock , or 2 goblin specialists ; 3 or 4 goblins riding worgs (or Large rats with the statistics of worgs); 3 or 4 goblins with bugbear, death dog, or ogre; 4 to 6 goblin specialists

Treasure 100 gp, 500 sp, dented silver helmet (75 gp), a hollow book containing 2 potions of growth and 2 potions of healing , 6 1 arrows  

CR 5–10 goblin boss and 1d6 + 6 goblins with one of the following: cave bear or goblin warlock , 2 ogrekin , 3 goblin specialists , or 4 hobgoblins or worgs

Treasure 400 gp, 1,000 sp, silver and garnet necklace (250 gp), a wagon full of trade goods (500 gp), hat of disguise , immovable rod

Monster Type Description

Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.