Goblinoids: Revised
"DUE TO THEIR SIMILARITIES AND SHARED ORIGINS, goblins, hobgoblins, and bugbears are all considered goblinoids" said the professor. "Okay" responded the student, "But why is nothing else grouped like that?" Alas, the professor had no answer because even back when rangers still had favored enemies, that wasn't a very consistent system, and thus retired.
Goblinoids are a common thorn in the side of civilized peoples. From the small clannish goblins, to the militarily disciplined hobgoblins and the ambush happy bugbears. None are too pleasant neighbors, owing to their regular raids and banditry.
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. But to this day, the goblins have not been reached for comment.
Goblins
Goblins are small green-skinned humanoids about the size of a halfling which bears a mane of dark hair that starts from their head and works its way down their backs to the tip of their long flexible tails.
Goblins do not seem to have had the opportunity to develop a civilization of their own and are regularly bossed around by larger goblinoids, and other assorted monstrosities.
While the scrappier goblins prefer hit and run tactics, the more feral resembling monkey goblins prefer to stick close and wail on their foes when they cannot escape.
Goblin Traits
You share the following traits with all goblins.
Ability Score Increase. Your Dexterity score increases by 2.
Age. Goblins breed quickly and are considered 'adults' but 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.
Alignment. Goblins rarely get the chance to settle anywhere permanently and develop nations of their own, leaving them largely migrating wildly and disdainful of 'civilization'. As such, they tend towards chaotic alignments.
Creature Type. You are a Humanoid.
Size. Fully grown goblins stand between 3 and 3 and a half feet tall and average 30 pounds. Your size is Small.
Speed. You have a base walking speed of 25 feet.
Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
Prehensile Tail. You have a long flexible tail that is strong enough and dexterous enough to carry and manipulate simple objects.
Small Nimbleness. You can move through the space of any creature that is of a size larger than yours.
Languages. You can speak, read, and write Common and Goblin.
Subraces. There are two prominent subraces of goblins, the scrappy goblin which remains true to the race, and the monkey goblin, which climbs both trees and foes.
Scrappy Goblin
The more common goblin, these goblins use their small size to their advantage whenever possible.
Ability Score Increase. Your Constitution score increases by 1.
Nimble Escape. You can take the Dash or Disengage action as a bonus action on each of your turns.
Tripping Tail. As a bonus action, you can use your tail to trip a creature within 5 feet that's up to one size larger than you. Makes a Dexterity (Acrobatics) check opposed by the target's Strength (Athletics) or Dexterity (Acrobatics) (it's choice). On a success, the creature is knocked prone. However, if you fail against a Strength (Athletics) check by 5 or more, you cannot use this feature until you finish a short or long rest.
Monkey Goblin
The goblins reside in more wooded areas and have adapted to moving around while grabbing things.
Ability Score Increase. Your Wisdom score increases by 1.
Adroit Climber. You have a climb speed equal to your walking speed. Futhermore, you can climb at full speed even if one of the hands is occupied.
Securing Tail. As a bonus action, you can climb on a medium or larger foe within 5 feet of you and use your tail to help secure yourself to them. You are grappled until you end it (no action required by you) or the creature succeeds a Strength (Athletics) check opposed by your Dexterity (Acrobatics) check. While grappled this way, if the creature moves, you move with them.
Hobgoblins
Hobgoblins are the highly militaristic relatives of goblins. Some suspect that hobgoblins seperated from the rest of goblinkind after interbreeding with orcs, creating a fiercer stronger goblin. Why they focus so heavily on discipline and military might has not been determined, however.
Hobgoblin Traits
You share the following traits with all hobgoblins.
Ability Score Increase. Your Intelligence score increases by 1.
Age. Hobgoblins age at a similar rate to humans and can live about a long.
Alignment. Hobgoblin society is one that values order and discipline above all else. They tend towards lawful alignments.
Creature Type. You are a Humanoid.
Size. Hobgoblins are about the same size and weight as humans. Your size is Medium.
Speed. You have a base walking speed of 30 feet.
Keen Hearing. You have advantage on Wisdom (Perception) checks that rely on hearing.
Prehensile Tail. You have a long flexible tail that is strong enough and dexterous enough to carry and manipulate simple objects.
Languages. You can speak, read, and write Common and Goblin.
Subraces. There are two prominent subraces of hobgoblins, the rank hobgoblin which remains true to the race, and the mageline hobgoblin who thanks to some blending of elven blood has resulted in a proficiency with magic.
Rank Hobgoblin
These hobgoblins make up the rank and file of the hobgoblin war machine.
Ability Score Increase. Your Strength score increases by 2.
Hobgoblin Martial Training. You gain a fighting style from the fighter class.
Grasping Tail. As a bonus action, you can use your tail to restrict a foe within 5 feet's movements. Make a Strength (Athletics) check against a creature's Strength (Athletics) or Dexterity (Acrobatics). On a success, the target either has disadvantage 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.
You can only use this feature against one creature at a time. The feature ends if the target is no longer within 5 feet of you.
Mageline Hobgoblin
After some careful breeding with elves, these hobgoblins have developed an affinity for magic, and often form part of the hobgoblin mage lines.
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 wizard spell list. Intelligence is your spellcasting ability for it.
Weaving Tail. So long as your tail is free to move, you can use it to preform somatic components for your spells.
Bugbears
Bugbears are large shaggy heavily furred goblinoids, known for quick tempers and skulking around. They came about after something furry interbred with goblins. It is highly suspected to be barghests.
Bugbear Traits
You share the following traits with all bugbears.
Ability Score Increase. Your Constitution score increases by 1.
Age. Bugbears mature at the same rate as humans, and can live about as long if other factors don't get to them first.
Alignment. Bugbears often either strike out on their own or rule over goblin tribes. They do not tend towards any particular alignment.
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 climb speed equal to your walking speed.
Lope. You can drop on all fours to increases your walking speed by 10 feet, you cannot hold anything in your hands while doing so, however. Standing up again costs 5 feet of movement.
Drop Bear. You ignore the first 10 feet when falling.
Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
Prehensile Tail. You have a long flexible tail that is strong enough and dexterous enough to carry and manipulate simple objects.
Languages. You can speak, read, and write Common and Goblin.
Subraces. Bugbears are known for being stealthy and brute force, but they only specialize into one or the other. Being known as either ambush bugbears, or brute bugbears.
Ambush Bugbear
Ambush bugbears are known to lie in wait above it's target, before dropping down and taking them out in a swift blow.
Ability Score Increase. Your Dexterity score increases by 2.
Sneaky. You have proficiency in the Stealth skill.
Surprise Attack. If you surprise a creature and hit it with an attack during the first round of combat, the target takes an extra 2d6 damage from the attack.
Muting Tail. As a bonus action, you can use you tail to muffle the speech of those you sneak up upon. Make a Slight of Hand check opposed by your opponent's passive Perception. If the creature is unaware of you, this check automatically succeeds.
If the creature only has one mouth, it can not speak or perform verbal spell components. The creature remains unable to speak until they take an action to remove your tail, you choose to remove it (no action required by you), or the target is no longer within 5 feet of you.
Brute Bugbear
Brute bugbears use their size to their advantage, dealing heavy damage, or bullying smaller goblinoids into submission.
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 push, drag, or lift.
Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice 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 (Athletics) check against a creature's Strength (Athletics) or Dexterity (Acrobatics). On a success, the target either has disadvantage 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.
You can only use this feature against one creature at a time. The feature ends if the target is no longer within 5 feet of you.
Credits
Designed by d'Artagnan on DriveThru RPG, /u/dArtagnanDnD on reddit, dArtagnanDnD on patreon, dArtagnanTT on tumblr, and dArtagnanDnD on Twitter.
- Made with "GM Binder".
- Made with reference and for use with Dungeons and Dragons 5th Edition, created by Wizards of the Coast, under the Fan Content Policy
Goblin Scrapper
Small humanoid (goblinoid), any chaotic
- Armor Class 13 (leather armor)
- Hit Points 7 (2d6)
- Speed 25 ft.
STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 10 (+0) 10 (+0) 11 (+0) 10 (+0)
- Skills Acrobatics +6, Stealth +6
- Senses passive Perception 10
- Languages Common, Goblin
- Challenge 1/4 (50 XP)Proficiency Bonus +2
Keen Hearing and Smell. The goblin has advantage on 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 manipulate simple objects.
Small Nimbleness. The goblin can move through the space of any medium or larger creature.
Actions
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.
Bonus Actions
Nimble Escape. The goblin takes the Disengage or Dash action.
Tripping Tail. The goblin makes an Acrobatics contest against a Medium or smaller creature within 5 feet's Athletics or Acrobatics (it's choice). If it 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.
Monkey Goblin
Small humanoid (goblinoid), any chaotic
- 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)
- Skills Acrobatics +6, Stealth +6
- Senses passive Perception 10
- Languages Common, Goblin
- Challenge 1/4 (50 XP)Proficiency Bonus +2
Keen Hearing and Smell. The goblin has advantage on 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 manipulate simple objects.
Small Nimbleness. The goblin can move through the space of any medium or larger creature.
Actions
Handaxe. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Bonus Actions
Securing Tail. The goblin climbs onto a Medium or smaller creature within 5 feet and wraps their tail around them. The goblin is grappled until it ends it (no action required) or the creature succeeds a Strength (Athletics) check opposed by its Acrobatics check. While grappled this way, if the creature moves, the goblin moves with them.
Goblin Leader
Small humanoid (goblinoid), any chaotic
- Armor Class 15 (chain shirt)
- Hit Points 21 (6d6)
- Speed 25 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0) 12 (+1)
- Skills Acrobatics +6, Stealth +6
- Senses passive Perception 10
- 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 smell.
Prehensile Tail. The goblin has a long flexible tail that 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.
Actions
Multiattack. The goblin makes one attack with it scimitar, and one attack with its dagger.
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Bonus Actions
Nimble Escape. The goblin takes the Disengage or Dash action.
Tripping Tail. The goblin makes an Acrobatics contest against a Medium or smaller creature within 5 feet's Athletics or Acrobatics (it's choice). If it 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.
Reactions
Redirecting Tail. When a creature the goblin can see within 5 feet targets it with an attack, the goblin can quickly wrap its tail around the creature's arm and mess up its aim. The attack is then made with disadvantage.
Goblin Bomber
Small humanoid (goblinoid), any chaotic
- Armor Class 13 (leather armor)
- Hit Points 7 (2d6)
- Speed 25 ft.
STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 10 (+0) 10 (+0) 11 (+0) 10 (+0)
- Skills Acrobatics +6, Stealth +6
- Senses passive Perception 10
- Languages Common, Goblin
- Challenge 1/2 (100 XP)Proficiency Bonus +2
Keen Hearing and Smell. The goblin has advantage on 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 manipulate simple objects.
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 10-foot-radius of the bomb must make a Dexterity saving throw. On a failed save, the creature takes 13 (4d6) force damage, and half as much of a successful one. If a creature hits the goblin with a critical hit, or it fails a saving throw against an effect that deals fire damage, it explodes prematurely.
Actions
Throw Bomb. Ranged Weapon Attack: +1 to hit, range 20/60 ft., one target. Hit: If the number of rounds left is 0, the target does not get a save against the explosion. Otherwise, the bomb falls to the ground in the creature's space. Miss: The bomb lands up to 10 feet away from the target in a random direction.
Bonus Actions
Activate Countdown (Recharges after a Short or Long Rest). The goblin activates its bomb's detonation sequence, causing it to explode in 2 (1d4) rounds.
Nimble Escape. The goblin takes the Disengage or Dash action.
Tripping Tail. The goblin makes an Acrobatics contest against a Medium or smaller creature within 5 feet's Athletics or Acrobatics (it's choice). If it 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.
Rank Hobgoblin
Medium humanoid (goblinoid), any lawful
- Armor Class 18 (chain mail, shield)
- Hit Points 11 (2d8 + 2)
- Speed 30 ft.
STR DEX CON INT WIS CHA 13 (+1) 12 (+1) 12 (+1) 12 (+1) 10 (+0) 9 (-1)
- Senses passive Perception 10
- Languages Common, Goblin
- Challenge 1 (200 XP)Proficiency Bonus +2
Keen Hearing. The hobgoblin has advantage on Wisdom (Perception) checks that rely on hearing.
Prehensile Tail. The hobgoblin has a long flexible tail that is strong enough and dexterous enough to carry and manipulate simple objects.
Actions
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage.
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Bonus Actions
Grasping Tail. The hobgoblin makes an Athletics contest against a creature within 5 feet's Athletics or Acrobatics. If it fails, the target either has disadvantage 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 grasp another creature.
Reactions
Protect. The hobgoblin forces an attack against another creature within 5 feet of it to be made with disadvantage.
Mage Line Hobgoblin
Medium humanoid (goblinoid), any lawful
- Armor Class 15 (mage armor)
- Hit Points 9 (2d8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 11 (+0) 14 (+2) 10 (+0) 14 (+2) 10 (+0) 9 (-1)
- Senses passive Perception 10
- Languages Common, Goblin
- Challenge 1 (200 XP)Proficiency Bonus +2
Keen Hearing. The hobgoblin has advantage on Wisdom (Perception) checks that rely on hearing.
Prehensile Tail. The hobgoblin has a long flexible tail that is strong enough and dexterous enough to carry and manipulate simple objects.
Spellcasting. The hobgoblin is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The hobgoblin has following wizard spells prepared:
Cantrips (at will): fire bolt, message, shocking grasp
1st level (2/3 slots): burning hands, mage armor, magic missile, shield
Weaving Tail. The hobgoblin can use its tail to perform somatic components.
Actions
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Fire Bolt. Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 5 (1d10) fire damage.
Shocking Grasp. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d8) lightning damage. If the target is wearing metal armor this attack is made with advantage. The target loses its reaction.
Hobgoblin Commander
Medium humanoid (goblinoid), any lawful
- Armor Class 17 (half plate)
- Hit Points 39 (6d8 + 12)
- Speed 30 ft.
STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 14 (+2) 12 (+1) 10 (+0) 13 (+1)
- Skills Athletics +4, Persuasion +3, Intimidate +5
- Senses passive Perception 10
- Languages Common, Goblin
- Challenge 2 (450 XP)Proficiency Bonus +2
Great Weapon Fighter. When the hobgoblin rolls a 1 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.
Prehensile Tail. The hobgoblin has a long flexible tail that is strong enough and dexterous enough to carry and manipulate simple objects.
Actions
Multiattack. The hobgoblin makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 2) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
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 against the effect that charmed or frightened it with advantage. Ending the effect early on a success.
Bonus Actions
Grasping Tail. The hobgoblin makes an Athletics contest against a creature within 5 feet's Athletics or Acrobatics. If it fails, the target either has disadvantage 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 grasp another creature.
Hobgoblin Battlemage
Medium humanoid (goblinoid), any lawful
- Armor Class 15 (mage armor)
- Hit Points 27 (6d8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)
- Skills Arcana +6, Athletics +4
- Senses passive Perception 11
- Languages Common, Goblin
- Challenge 2 (450 XP)Proficiency Bonus +2
Keen Hearing. The hobgoblin has advantage on Wisdom (Perception) checks that rely on hearing.
Prehensile Tail. The hobgoblin has a long flexible tail that is strong enough and dexterous enough to carry and manipulate simple objects.
Spellcasting. The hobgoblin is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The hobgoblin has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, message, shocking grasp
1st level (2/3 slots): burning hands, mage armor, magic missile, shield
2nd level (3 slots): darkness, scorching ray
3rd level (3 slots): counterspell, fireball, sending
Weaving Tail. The hobgoblin can use its tail to perform somatic components.
Actions
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Fire Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage.
Shocking Grasp. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d8) lightning damage. If the target is wearing metal armor this attack is made with advantage. The target loses its reaction.
Hobgoblin General
Medium humanoid (goblinoid), any lawful
- Armor Class 21 (plate armor, tower shield)
- Hit Points 97 (13d8 + 39)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 16 (+3) 14 (+2) 11 (+0) 15 (+2)
- Saving Throws Int +5, Wis +3, Cha +5
- Skills Athletics +9, Persuasion +5, Intimidate +8
- Senses passive Perception 10
- Languages Common, Goblin
- Challenge 6 (2,300 XP)Proficiency Bonus +3
Duelist. The hobgoblin deals an additional 2 damage with melee weapons as long as it only one hand holds a weapon (included in the attack).
Keen Hearing. The hobgoblin has advantage on Wisdom (Perception) checks that rely on hearing.
Prehensile Tail. The hobgoblin has a long flexible tail that is strong enough and dexterous enough to carry and manipulate simple objects.
Actions
Multiattack. The hobgoblin makes three melee with its longsword, or two with its longbow.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
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 against the effect that charmed or frightened it with advantage. Ending the effect early on a success.
Bonus Actions
Grasping Tail. The hobgoblin makes an Athletics contest against a creature within 5 feet's Athletics or Acrobatics. If it fails, the target either has disadvantage 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 grasp another creature.
Plant Shield. The hobgoblin plants its tower shield on one edge of its space until the start of its next turn. That direction has full cover, but the hobgoblin is restrained.
Reactions
Parry. The hobgoblin adds 3 to its AC against one melee attack that would hit it. To do so, the hobgoblin must see the attacker and be wielding a melee weapon.
Hobgoblin Warlich
Medium undead (goblinoid), lawful evil
- Armor Class 15 (natural armor)
- Hit Points 84 (13d8 + 54)
- Speed 30 ft.
STR DEX CON INT WIS CHA 11 (+0) 16 (+3) 14 (+2) 18 (+4) 14 (+2) 13 (+1)
- Saving Throws Con +5, Int +7, Wis +5
- Skills Arcana +10, Athletics +3
- Damage Resistances cold, lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
- Damage Immunities poison
- Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
- Senses passive Perception 12
- Languages Common, Goblin
- Challenge 7 (2,900 XP)Proficiency Bonus +3
Keen Hearing. The warlich has advantage on Wisdom (Perception) checks that rely on hearing.
Prehensile Tail. The hobgoblin has a long flexible tail that is strong enough and dexterous enough to carry and manipulate simple objects.
Rejuvenation. If it has a phylactery, a destroyed warlich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Spellcasting. The hobgoblin is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The lich has the following wizard spells prepared:
Cantrips (at will): chill touch, light, mage hand, message, prestidigitation
1st level (4 slots): detect magic, magic missile, shield, thunderwave
2nd level (3 slots): invisibility, scorching ray, mirror image
3rd level (3 slots): counterspell, dispel magic, fireball, sending
4th level (3 slots): blight, dimension door
5th level (3 slots): cloudkill, scrying
6th level (1 slot): disintegrate
7th level (1 slot): finger of death
Turn Resistance. The warlich has advantage on saving throws against any effect that turns undead.
Weaving Tail. The warlich can use its tail to perform somatic components.
Actions
Chill Touch. Ranged Spell Attack: +7 to hit, range 120 ft., one creature. Hit: 13 (3d8) necrotic damage. The target cannot regain any hit points until the warlich's next turn. If the target is undead, all attacks it makes against the warlich have disadvantage until the warlich's next turn.
Paralyzing Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (2d6) cold damage. The target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of its turns.
Bugbear Brute
Medium humanoid (goblinoid), any
- Armor Class 16 (hide armor, shield)
- Hit Points 27 (5d8 + 5)
- Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 13 (+1) 10 (+10) 11 (+0) 9 (-1)
- Skills Athletics +6, Survival +2
- Senses passive Perception 10
- Languages Common, Goblin
- Challenge 1 (200 XP)Proficiency Bonus +2
Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).
Drop Bear. The bugbear ignores the first 10 feet when falling.
Keen Hearing and Smell. The bugbear has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Prehensile Tail. The bugbear has a long flexible tail that is strong enough and dexterous enough to carry and manipulate simple objects.
Actions
Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing damage at range.
Bonus Actions
Grasping Tail. The bugbear makes an Athletics contest against a creature within 5 feet's Athletics or Acrobatics. If it fails, the target either has disadvantage 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 bugbear cannot grasp another creature.
Bugbear Chief
Medium humanoid (goblinoid), any
- Armor Class 17 (chain shirt, shield)
- Hit Points 65 (10d8 + 20)
- Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 17 (+3) 14 (+2) 14 (+2) 11 (+0) 12 (+1) 11 (+0)
- Skills Athletics +5, Intimidation +2, Survival +3
- Senses darkvision 60 ft., passive Perception 11
- Languages Common, Goblin
- Challenge 4 (1,100 XP)Proficiency Bonus +2
Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).
Drop Bear. The bugbear ignores the first 10 feet when falling.
Keen Hearing and Smell. The bugbear has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Prehensile Tail. The bugbear has a long flexible tail that is strong enough and dexterous enough to carry and manipulate simple objects.
Actions
Multiattack. The bugbear makes two melee attacks.
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 3) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6 + 3) piercing damage in melee or 5 (1d6 + 3) piercing damage at range.
Bonus Actions
Grasping Tail. The bugbear makes an Athletics contest against a creature within 5 feet's Athletics or Acrobatics. If it fails, the target either has disadvantage 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 bugbear cannot grasp another creature.
Bugbear Ambusher
Medium humanoid (goblinoid), any
- Armor Class 14 (leather armor)
- Hit Points 27 (5d8 + 5)
- Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 13 (+1) 16 (+3) 13 (+1) 10 (+0) 11 (+0) 9 (-1)
- Skills Slight of Hand +5, Stealth +5
- Senses passive Perception 10
- Languages Common, Goblin
- Challenge 1 (200 XP)Proficiency Bonus +2
Drop Bear. The bugbear ignores the first 10 feet when falling.
Keen Hearing and Smell. The bugbear has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Prehensile Tail. The bugbear has a long flexible tail that is strong enough and dexterous enough to carry and manipulate simple objects.
Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.
Actions
Morningstar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Bonus Actions
Muting Tail. A creature within 5 feet of the bugbear 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 remains unable to speak until it uses an action to remove the bugbear's tail, the bugbear chooses to remove it (no action required by it), or the creature is no longer within 5 feet of the bugbear. If the target is unaware of the bugbear, this check automatically fails. If the target succeeds the check, or removes the bugbear's tail, it is immune to this ability until it loses awareness of the bugbear.
Bugbear Assassin
Medium humanoid (goblinoid), any
- Armor Class 16 (studded leather)
- Hit Points 65 (10d8 + 20)
- Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 13 (+1) 18 (+4) 14 (+2) 11 (+0) 12 (+1) 11 (+0)
- Skills Acrobatics +6, Perception +3, Stealth +6, Slight of Hand +6
- Senses darkvision 60 ft., passive Perception 13
- Languages Common, Goblin
- Challenge 3 (700 XP)Proficiency Bonus +2
Assassinate. During its first turn, the bugbear has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the bugbear scores against a surprised creature is a critical hit.
Drop Bear. The bugbear ignores the first 10 feet when falling.
Keen Hearing and Smell. The bugbear has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Prehensile Tail. The bugbear has a long flexible tail that is strong enough and dexterous enough to carry and manipulate simple objects.
Sneak Attack (1/Turn). The bugbear deals an extra 17 (5d6) 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 bugbear that isn't incapacitated and the bugbear doesn't have disadvantage on the attack roll.
Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.
Actions
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Bonus Actions
Muting Tail. A creature within 5 feet of the bugbear must make a DC 16 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 remains unable to speak until it uses an action to remove the bugbear's tail, the bugbear chooses to remove it (no action required by it), or the creature is no longer within 5 feet of the bugbear. If the target is unaware of the bugbear, this check automatically fails. If the target succeeds the check, or removes the bugbear's tail, it is immune to this ability until it loses awareness of the bugbear.
Haemogoblin Spawn
Small undead (goblinoid), lawful evil
- Armor Class 15 (natural armor)
- Hit Points 39 (6d6 + 18)
- Speed 25 ft.
STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 16 (+3) 10 (+0) 11 (+0) 10 (+0)
- Saving Throws Dex +5, Wis +2
- Skills Acrobatics +7, Stealth +7
- Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
- Senses darkvision 60 ft., passive Perception 10
- Languages Common, Goblin
- Challenge 4 (1,100 XP)Proficiency Bonus +2
Keen Hearing and Smell. The haemogoblin has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Prehensile Tail. The haemogoblin has a long flexible tail that is strong enough and dexterous enough to carry and manipulate simple objects.
Regeneration. The haemogoblin regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the haemogoblin takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
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.Goblin Nimbleness. The haemogoblin can move through the space of any medium or larger creature.
Actions
Multiattack. The haemogoblin makes two attacks, only one of which can be a bite attack.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the haemogoblin, incapacitated, or restrained. Hit: 5 (1d6 + 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 haemogoblin regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the haemogoblin can grapple the target (escape DC 13).
Bonus Actions
Nimble Escape. The haemogoblin takes the Disengage or Dash action.
Tripping Tail. The haemogoblin makes an Acrobatics contest against a Medium or smaller creature within 5 feet's Athletics or Acrobatics (it's choice). If it fails, the creature is knocked prone. On a success of 5 or more using Athletics, the haemogoblin cannot use this feature until its finishes a short or long rest.
Haemogoblin
Small undead (goblinoid, shapechanger), lawful evil
- Armor Class 16 (natural armor)
- Hit Points 90 (12d6 + 48)
- Speed 25 ft.
STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 18 (+4) 10 (+0) 11 (+0) 12 (+1)
- Saving Throws Dex +9, Wis +5, Cha +6
- Skills Acrobatics +14, Stealth +14
- Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
- Senses darkvision 60 ft., passive Perception 10
- Languages Common, Goblin
- Challenge 13 (10,000 XP)Proficiency Bonus +5
Shapechanger. If the haemogoblin isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Small cloud of mist, or back into its true form.
While in bat form, the haemogoblin can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.
While in mist form, the haemogoblin can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.Legendary Resistance (3/Day). If the haemogoblin fails a saving throw, it can choose to succeed instead.
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.Keen Hearing and Smell. The haemogoblin has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Prehensile Tail. The haemogoblin has a long flexible tail that is strong enough and dexterous enough to carry 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 in sunlight or running water. If the haemogoblin takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
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.Goblin Nimbleness. The haemogoblin can move through the space of any medium or larger creature.
Actions
Multiattack (Vampire Form Only). The haemogoblin makes two attacks, only one of which can be a bite attack.
Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the haemogoblin can grapple the target (escape DC 18).
Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the haemogoblin, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the haemogoblin regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the haemogoblin's control.
Charm. The haemogoblin targets one humanoid it can see within 30 feet of it. If the target can see the haemogoblin, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the haemogoblin. The charmed target regards the haemogoblin as a trusted friend to be heeded and protected. Although the target isn't under the haemogoblin's control, it takes the haemogoblin's requests or actions in the most favorable way it can, and it is a willing target for the haemogoblin's bite attack.
Each time the haemogoblin or the haemogoblin's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.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.
Bonus Actions
Nimble Escape. The haemogoblin takes the Disengage or Dash action.
Tripping Tail. The haemogoblin makes an Acrobatics contest against a Medium or smaller creature within 5 feet's Athletics or Acrobatics (it's choice). If it fails, the creature is knocked prone. On a success of 5 or more using Athletics, the haemogoblin cannot use this feature until its finishes a short or long rest.
Reactions
Redirecting Tail. When a creature the haemogoblin can see within 5 feet targets it with an attack, the haemogoblin can quickly wrap its tail around the creature's arm and mess up its aim. The attack is then made with disadvantage.
Legendary Actions
The haemogoblin 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. The haemogoblin regains spent legendary actions at the start of its turn.
Move. The haemogoblin moves up to its speed without provoking opportunity attacks.
Unarmed Strike. The haemogoblin makes one unarmed strike.
Bite (Costs 2 Actions). The haemogoblin makes one bite attack.