Goblinoids

by CanceRevolution

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Goblinoids

Goblins tend to only go out at night. They are small and sneaky, and they normally form small groups and do their best to survive in the wild.

Legend has it that goblins have lived in the forests for thousands of years. However, with the appearance of villages and cities, it has become common to see goblins living in those places.

Every once in a while, a Goblin with a slightly reddish color is born and ends up growing much larger than normal. These are Hobgoblins, a variation of the goblinoid race.

Hobgoblins may not be as stealthy as normal Goblins, but they are natural-born leaders and have a tactical mind, especially on the battlefield.

Bugbears on the other hand are large, are not born from goblins nor hobgoblins, but they usually join goblin tribes to offer protection and strength in exchange for food, comfort, and shiny trinkets. Goblins, with their cunning, leverage this relationship to enhance their tribes' defenses, especially when organized by tactical hobgoblins.

This mutualistic association ensures that goblins gain a formidable guardian, while bugbears receive consistent sustenance and treasures, allowing the goblinoid races to thrive and challenge other dominant species in various regions.

Tier 1


Goblin

Small, Humanoid/ Monstrosity

Tier 1, Challenge Point 1, XP: 1

Attributes

AC 12 AP 0
HP 3 Posture 6
  • Passive Insight/ Perception 12
  • Senses Darkvision
  • Language Goblish

Movement

Base 30 Climb/Swim 10 Dash 20

Stats + Skills

STR -1 DEX +4 INT -2 WIS +2 CHA +1
  • LU -1: Luck Points: 0; Critical Fail: 1

Abilities

  • Sneaky Bastard You gain advantage on Stealth and Sleight of Hand Checks.

Actions (1)

  • Dagger Hit +4, Dmg 1d4 slash or thrust
  • Aquatic: Being Underwater does not impose disadvantage on the Attacks.
  • Light Attack You make 2 Attacks. If the first Attack was with advantage or disadvantage, the second Attack gains the same advantage or disadvantage.
  • Throw Weapon (20/30)

Bonus Action

  • Sneak Weapon: Choose 1 target and make a Sleight of Hand Check (DC equal to the target’s Passive Perception). On a success, all your Attacks against that target gain advantage until the end of this turn


Goblin Boss

Small, Humanoid/ Monstrosity

Tier 1, Challenge Point 8, XP: 8

Attributes

AC 12 AP 0
HP 31 Posture 20
  • Passive Insight/ Perception 12
  • Senses Darkvision
  • Language Common, Goblish

Movement

Base 30 Climb/Swim 10 Dash 20

Stats + Skills

STR -1 DEX +4 INT -2 WIS +2 CHA +3
  • LU -1: Luck Points: 0; Critical Fail: 1

Villain Action

  • Goblin Presence On the start of the round, 1 goblin appears on the battlefield

Abilities

  • Command Once per round, you can use a Free Action to make a friendly creature within 30 feet to take an Action on your turn.
  • Sneaky Bastard You gain advantage on Stealth and Sleight of Hand Checks.

Actions (1)

  • Dagger Hit +4, Dmg 1d4 slash or thrust
  • Aquatic: Being Underwater does not impose disadvantage on the Attacks.
  • Light Attack You make 2 Attacks. If the first Attack was with advantage or disadvantage, the second Attack gains the same advantage or disadvantage.
  • Throw Weapon (20/30)

Bonus Action

  • Sneak Weapon: Choose 1 target and make a Sleight of Hand Check (DC equal to the target’s Passive Perception). On a success, all your Attacks against that target gain advantage until the end of this turn.

Young Hobgoblin

Medium, Humanoid/ Monstrosity

Tier 1, Challenge Point 4, XP: 4

Attributes

AC 15 AP 2
HP 27 Posture 17
  • Passive Insight/ Perception 12
  • Senses Darkvision
  • Language Goblish

Movement

Base 30 Climb/Swim 15 Dash 30

Stats + Skills

STR +3 DEX +5 INT +0 WIS +2 CHA +3
  • LU -1: Luck Points: 0; Critical Fail: 1

Actions (1)

  • Battle Scythe Hit +5, Dmg 1d12 slash
  • Long Reach: The reach of this weapon is 10 feet.
  • TwoHanded: Needs two hands to be wielded.
  • Favorite Weapon: As an Action, you can swing this scythe. All creatures of your choice within 10 feet of you must then succeed on an Agility Save (DC 13), or take 1 hit from this weapon’s Attack.

Young Bugbear

Medium, Humanoid/ Monstrosity

Tier 1, Challenge Point 6, XP: 6

Attributes

AC 9 AP 3
HP 65 Posture -
  • Passive Insight/ Perception 7
  • Senses Darkvision
  • Language Goblish

Movement

Base 25 Climb/Swim 15 Dash 30

Stats + Skills

STR +5 DEX +1 INT -2 WIS +2 CHA -2
  • LU -1: Luck Points: 0; Critical Fail: 1

Abilities

  • Tired You are always Exhausted

Actions (1)

  • Bite Hit +5, Dmg 1d10 thrust
  • Armor Piercer: You ignore 2 AP.
  • Claw Hit +5, Dmg 1d10 slash
  • Bloody Hit: If you deal damage to the HP of a creature, it starts Bleeding (1d4).

Reaction (0)

Tier 2


Bugbear

Medium, Humanoid/ Monstrosity

Tier 2, Challenge Point 8, XP: 16

Attributes

AC 14 AP 3
HP 86 Posture -
  • Passive Insight/ Perception 8
  • Senses Darkvision
  • Language Goblish

Movement

Base 25 Climb/Swim 20 Dash 40

Stats + Skills

STR +6 DEX +1 INT -2 WIS +3 CHA -2
  • LU -1: Luck Points: 0; Critical Fail: 1

Abilities

  • Ambusher You gain advantage on all Stealth Checks.
  • Assassin Once per round, when you hit a Surprised creature, you can deal extra 1d8 damage.
  • Tired You are always Exhausted

Actions (2)

  • Bite Hit +6, Dmg 1d10 thrust
  • Armor Piercer: You ignore 2 AP.
  • Claw Hit +6, Dmg 1d10 slash
  • Bloody Hit: If you deal damage to the HP of a creature, it starts Bleeding (1d4).

Bonus Action

  • Quick Hide You can Hide as a Bonus Action.

Reaction (0)



Goblin Champion

Small, Humanoid/ Monstrosity

Tier 2, Challenge Point 2, XP: 4

Attributes

AC 16 AP 1
HP 7 Posture 10
  • Passive Insight/ Perception 12
  • Senses Darkvision
  • Language Goblish

Movement

Base 35 Climb/Swim 10 Dash 20

Stats + Skills

STR -1 DEX +6 INT -2 WIS +2 CHA +1
  • LU -1: Luck Points: 0; Critical Fail: 1

Abilities

  • Sneaky Bastard You gain advantage on Stealth and Sleight of Hand Checks.

Actions (1)

  • Dagger Hit +6, Dmg 1d4 slash or thrust
  • Aquatic: Being Underwater does not impose disadvantage on the Attacks.
  • Light Attack You make 2 Attacks. If the first Attack was with advantage or disadvantage, the second Attack gains the same advantage or disadvantage.
  • Throw Weapon (20/30)
  • Favorite Weapon: You deal extra 1d4 damage if you Attack with advantage.

Bonus Action

  • Sneak Weapon: Choose 1 target and make a Sleight of Hand Check (DC equal to the target’s Passive Perception). On a success, all your Attacks against that target gain advantage until the end of this turn.


Goblin Shaman

Small, Humanoid/ Monstrosity

Tier 2, Challenge Point 2, XP: 4

Attributes

AC 16 AP 1
HP 7 Posture 10
Mana 4
  • Passive Insight/ Perception 16
  • Senses Darkvision
  • Language Goblish

Movement

Base 35 Climb/Swim 10 Dash 20

Stats + Skills

STR -1 DEX +6 INT -2 WIS +6 CHA +1
  • LU -1: Luck Points: 0; Critical Fail: 1

Abilities

  • Sneaky Bastard You gain advantage on Stealth and Sleight of Hand Checks.
  • Spell Skill Spell Hit +6, Spell DC (14)

Actions (1)

  • Cast Spell You cast the following spells:
  • At will: Conjure Minor Vines, Dark Orb, Fire Orb,
    Frost Bite, Minor Lightning.
  • Level 1 (1 Mana): Conjure Vines, Dark Pulse, Putrid Flesh, Flamethrower, Lightning Strike

Bonus Action

  • Cast Spell You can cast the following spells:
  • At will: Hex


Hobgoblin

Medium, Humanoid/ Monstrosity

Tier 2, Challenge Point 6, XP: 12

Attributes

AC 16 AP 2
HP 41 Posture 24
  • Passive Insight/ Perception 14
  • Senses Darkvision
  • Language Goblish

Movement

Base 35 Climb/Swim 20 Dash 40

Stats + Skills

STR +5 DEX +6 INT +2 WIS +4 CHA +4
  • LU -1: Luck Points: 0; Critical Fail: 1

Villain Action

  • Goblin Presence On the start of the round, 1 goblin appears on the battlefield

Abilities

  • Command Once per round, you can use a Free Action to make a friendly creature within 30 feet to take an Action on your turn.

Actions (2)

  • Battle Scythe Hit +6, Dmg 1d12 slash
  • Long Reach: The reach of this weapon is 10 feet.
  • TwoHanded: Needs two hands to be wielded.
  • Favorite Weapon: As an Action, you can swing this scythe. All creatures of your choice within 10 feet of you must then succeed on an Agility Save (DC 14), or take 1 hit from this weapon’s Attack.
  • Shortbow Hit +6, Dmg 1d8 thrust
  • Ranged Weapon (60/120)
  • TwoHanded: Needs two hands to be wielded.
  • Favorite Weapon: If you miss an Attack with this weapon, you can reroll that result. You must use the second result and you cannot reroll it again.


Trogogoblin

Large, Humanoid/ Monstrosity

Tier 2, Challenge Point 8, XP: 16

Attributes

AC 16 AP 2
HP 71 Posture 30
  • Passive Insight/ Perception 8
  • Senses Darkvision
  • Language Goblish

Movement

Base 25 Climb/Swim 20 Dash 40

Stats + Skills

STR +7 DEX -2 INT -2 WIS -2 CHA -2
  • LU -1: Luck Points: 0; Critical Fail: 1

Villain Actions

  • Goblin Presence On the start of the round, 1 goblin appears on the battlefield

Abilities

  • Command Once per round, you can use a Free Action to make a friendly creature within 20 feet to take an Action on your turn.

Actions (2)

  • Great Hammer Hit +7, Dmg 1d12 strike
  • Great Weapon: If you roll a 1, 2 or 3 on the damage roll, you can add a second 1d12 to the damage roll. You do not get to add a third 1d12.
  • Heavy: You can gain advantage with this Attack, but all Attacks against you also gain advantage until the start of your next turn after this Attack.
  • Favorite Weapon: You ignore 3 AP.

Reaction

  • Revenge When an ally of yours dies, you can make 1 Attack of Opportunity against the target that killed the ally, even if that target has Disengaged.

Tier 3



Bugbear Heavy Claw

Medium, Humanoid/ Monstrosity

Tier 3, Challenge Point 20, XP: 60

Attributes

AC 17 AP 3
HP 208 Posture -
  • Passive Insight/ Perception 9
  • Senses Darkvision
  • Language Goblish

Movement

Base 25 Climb/Swim 20 Dash 40

Stats + Skills

STR +8 DEX +1 INT -2 WIS +4 CHA -2
  • LU -1: Luck Points: 0; Critical Fail: 1

Villain Actions

  • Goblin Presence On the start of the round, 1 goblin appears on the battlefield

Abilities

  • Ambusher You gain advantage on all Stealth Checks.
  • Assassin Once per round, when you hit a Surprised creature, you can deal extra 2d8 damage.
  • Blood Frenzy Once per round, you can Attack 1 target that is Bleeding as a Free Action.
  • Tired You are always Exhausted

Actions (3)

  • Bite Hit +8, Dmg 2d8 thrust
  • Armor Piercer: You ignore 4 AP.
  • Heavy Claw Hit +8, Dmg 2d8 slash or thrust
  • Aquatic: Being Underwater does not impose disadvantage on the Attacks.
  • Heavy: You can gain advantage with this Attack, but all Attacks against you also gain advantage until the start of your next turn after this Attack.
  • Bloody Hit: If you deal damage to the HP of a creature, it starts Bleeding (1d6).

Bonus Action

  • Quick Hide You can Hide as a Bonus Action.

Reaction (0)



Goblin Assassin

Small, Humanoid/ Monstrosity

Tier 3, Challenge Point 5, XP: 15

Attributes

AC 17 AP 1
HP 19 Posture 18
  • Passive Insight/ Perception 15
  • Senses Darkvision
  • Language Goblish

Movement

Base 45 Climb/Swim 10 Dash 20

Stats + Skills

STR -1 DEX +8 INT -2 WIS +5 CHA +1
  • LU -1: Luck Points: 0; Critical Fail: 1

Abilities

  • Assassin Once per round, when you hit a Surprised creature, you can deal extra 1d12 damage.
  • Sneaky Bastard You gain advantage on Stealth and Sleight of Hand Checks.

Actions (2)

  • Short Sword Hit +8, Dmg 1d6 slash or thrust
  • Aquatic: Being Underwater does not impose disadvantage on the Attacks.
  • Light Attack You make 2 Attacks. If the first Attack was with advantage or disadvantage, the second Attack gains the same advantage or disadvantage.

Bonus Action

  • Quick Hide You can Hide as a Bonus Action.

Reaction

  • Short Sword Favorite Effect: When an Attack would hit you, you can use your Reaction to Defend. When you Defend, you gain a +4 bonus to your AC to that hit.


Elite Hobgoblin

Medium, Humanoid/ Monstrosity

Tier 3, Challenge Point 20, XP: 60

Special Loot: Ignited Weapon (Rare Weapon)

Attributes

AC 16 AP 3
HP 68 Posture 38
  • Passive Insight/ Perception 18
  • Senses Darkvision
  • Language Goblish

Movement

Base 45 Climb/Swim 25 Dash 50

Stats + Skills

STR +8 DEX +8 INT +4 WIS +8 CHA +8
  • LU -1: Luck Points: 0; Critical Fail: 1

Villain Actions

  • Goblin Presence On the start of the round, 1 goblin appears on the battlefield
  • Not allowed to die! Once per round, when you see a Goblin within 30 feet being reduced to 0 HP, you can make it be reduced to 1 HP instead.

Abilities

  • Command Once per round, you can use a Free Action to make a friendly creature within 30 feet to take an Action on your turn.
  • Elite Posture At the start of your turn, you can regain all your Posture.
  • Inspiring Presence All friendly creatures within 120 feet of you are immune against being Confused, Enchanted, and Scared.

Actions (3)

  • Halberd Hit +8, Dmg 2d6 slash, strike or thrust +2 fire
  • Long Reach: The reach of this weapon is 10 feet.
  • TwoHanded: Needs two hands to be wielded.
  • Special Effect: On a hit, the target becomes Ignited (1d4).
  • Longbow Hit +8, Dmg 1d8 + 2 thrust
  • Ranged Weapon (120/300)
  • TwoHanded: Needs two hands to be wielded.

Bonus Action

  • Halberd Hit +8, Dmg 1d6 slash, strike or thrust +2 fire
  • Follow-up: You can only use this Attack after you Attack with the Halberd.
  • Long Reach: The reach of this weapon is 10 feet.
  • Special Effect: On a hit, the target becomes Ignited (1d4).

Reaction

  • Revenge When a Goblin dies, you can make 1 Melee or Ranged Attack of Opportunity against the target that killed it, even if that target has Disengaged.


Goblin Hermit

Small, Humanoid/ Monstrosity

Tier 3, Challenge Point 5, XP: 15

Attributes

AC 18 AP 1
HP 19 Posture 18
Mana 10
  • Passive Insight/ Perception 18
  • Senses Darkvision
  • Language Goblish

Movement

Base 45 Climb/Swim 10 Dash 20

Stats + Skills

STR -1 DEX +8 INT -2 WIS +8 CHA +1
  • LU -1: Luck Points: 0; Critical Fail: 1

Abilities

  • Sneaky Bastard You gain advantage on Stealth and Sleight of Hand Checks.
  • Spell Skill Spell Hit +8, Spell DC (16)

Actions (1)

  • Cast Spell You cast the following spells:
  • At will: Conjure Minor Vines, Dark Orb, Fire Orb,
    Frost Bite, Minor Lightning.
  • Level 1 (1 Mana): Conjure Vines, Dark Pulse,
    Putrid Flesh, Flamethrower, Lightning Strike
  • Level 2 (2 Mana): Bolt of Lightning, Fireball, Frost Wind

Bonus Action

  • Cast Spell You can cast the following spells:
  • At will: Hex
  • Level 2 (2 Mana): Conjure Sentient Vine
  • Quick Hide You can Hide as a Bonus Action.