Small Fey (Goblinoid), Neutral Evil
Armor Class 15 (studded leather armor)
Hit Points 100 (8d6)
Speed 30 ft., Climb 30 ft., Burrow 30 ft.
STR
16 (+3)
DEX
16 (+3)
CON
12 (+1)
INT
12 (+1)
WIS
8 (-1)
CHA
12 (+1)
Saving Throws STR +6, DEX +6
Skills Stealth +6
Damage Vulnerabilities Bludgeoning, Piercing, and Slashing by Silvered Weapons
Damage Resistances Fire, Damage Dealt By Traps
Damage Immunities Bludgeoning damage from falling
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft., Passive Perception 9
Languages Common, Goblin
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

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

Slamming Charge. If the goblin moves at least 15 feet straight toward a creature and then hits it with a battleaxe attack on the same turn, that target must succed on a DC 13 saving throw or be knocked prone.

Twisted. When the dust goblin attacks a creature from hiding, its target must make a successful DC 10 Wisdom saving throw or be frightened until the end of its next turn.

Grenado (3/Day). As an action the goblin can throw a grenado to a point it can see within 30 feet. When a grenado is thrown, roll initiative for it. The grenado explodes on its next turn. When a grenado explodes, all creatures within 10 feet must succeed on a DC 12 Dexterity saving throw, taking 3 (1d6) piercing and 3 (1d6) fire damage on a failed save, or half as much on a successful one. The grenado also ignites flammable materials in the area.

Relentless Bloodlust. As long as the goblin has 20 hit points or fewer, it makes its first attack on each turn with advantage and has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Innate Spellcasting. The fire goblin’s spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The fire goblin can innately cast the following spells, requiring no material components:

  • At will: fire bolt, produce flame

  • 3/day each: burning hands, flame blade, flaming sphere, heat metal

  • 1/day: fireball, wall of fire

Actions

Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60, one target. Hit: 4 (1d4 + 4) piercing damage.

Sling. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 4) bludgeoning damage.

Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 4) slashing damage, or 8 (1d10 +3) slashing damage if used with two hands.

Handaxe. Melee or Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Fire Breath. (Recharge 5-6). The goblin exhales fire in a 20-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 10d8 fire damage on a failed save, or half as much on a successful one.

Description

Goblins are small, black-hearted humanoids that lair in despoiled dungeons and other dismal settings. Individually weak, they gather in large numbers to torment other creatures.

Previous Versions

Name Date Modified Views Adds Version Actions
10/1/2024 7:51:13 AM
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5e 2024
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Monster Tags: Goblinoid

Habitat: ForestGrasslandHillUnderdark

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