AC
15
Initiative
+2 (12)
HP
10
(3d6)
Speed
30 ft.
Mod | Save | ||
---|---|---|---|
STR | 8 | -1 | -1 |
DEX | 15 | +2 | +2 |
CON | 10 | +0 | +0 |
Mod | Save | ||
---|---|---|---|
INT | 10 | +0 | +0 |
WIS | 8 | -1 | -1 |
CHA | 8 | -1 | -1 |
Skills
Stealth +6
Gear
Leather Armor, Scimitar, Shield, Shortbow
Senses
Darkvision 60 ft., Passive Perception 9
Languages
Common, Goblin
CR
1/4 (XP 50; PB +2)
Actions
Now they pair even better with allies with
Pack Tacticstheir attack knocking people proneI love the move to recategorize them as Fey, makes so much more sense with their lore and makes clear their transition from mischievous fey creatures to the somewhat tragic soldier slaves for Maglubiet. Such a cool nuance to such a common enemy.
What do you mean? Goblins do more damage if THEY have advantage.
But they have no way of getting advantage. Pack tactics doesn't doesn't pass on advantage to the goblins.
oh you are right. my bad but they still pair well with wolves do to them knocking people prone
They can kill wizards better now!!!!
Edit: Seriously at 15ac, and slightly buffed damage and hp, six goblins at lvl 1 feels like such an easy tpk.
Bonus acton hide, boom advantage
To be fair, they still have to roll for stealth and be in cover, so their are some limitations.
Why? Just, why?
Why make it a fey? To make all spells that target humanoids only completly useless?
Why giving it more hp? To make fight last longer, to the point it take 5 turns to just get rid of a simple group of goblins?
And. That thing about advantage and nimble escape. I can assure you no cr 1/4 should have such abilities.
If you think they’re too strong, just use the legacy version. I see using the 2024 version of monsters as setting the game to “hard mode.” If you’re playing with little Jimmy from across the street, you probably want to use the 2014 version. If your players have been around the block a few times, and are willing to roll up a new character every now-and-then, I think the new version of monsters provide a nice challenge.
That's why the Goblin Minion statblock exists.
The simple Goblin. Now a Fey. The change is acceptable in my opinion, as it ties Goblins back to their Fey ancestry. Hobgoblin Devastators and Iron Shadows were classified as Fey first, so I see nothing wrong with this move.
Gained one hit die, increasing health from 7(2d6) to 10(3d6). Dex score also increased by 1, from 14 to 15.
They now deal additional damage if they have advantage. Nimble Escape is now put in the Bonus Actions section.
I'm not against the new changes for the Goblins. Also, for those of you who say that this guy is too strong, this is a Goblin WARRIOR. If you want to use weaker Goblins, use the MINION. Note the difference: Goblin WARRIOR is stronger than the MINION. Because this Goblin is better than the old one, there'll be no fusion here.
I hate how arbitrary and sloppy this new Monster Manual has things. This goblin listing is typical of the MM's "better way" of doing things. The old MM would have at least given a skill name or a reason why they get an extra +1d4 on advantage. The overly verbose Mod/Save chart is distracting to say the least. Let's use the agents of change for the better, shall we, not just for the sake of change. Don't get me wrong, I LOVE some of the changes. I'm over the honeymoon phase of this release and now see the huge pile of poo that sits on top of a potential work of art. This MM is 1 step forward, 2 steps back IMO, especially with how info is presented/organized. You got some things right, but you abandoned 1/2 the little things that were in the books that made 5e 2014 great. This version seems smart at first but half-cocked and scatter-brained would be better descriptions. I'm guessing the team bit off more than they could chew with 5e 2024 and its playability. (I suspect Hasbro is to blame at its root.) I call this the Windows Vista of DnD. Let's throw shit at the wall and see if it sticks. It's like they had a +1 Int with a -2 Wis. I might post this elsewhere, too, to attempt to relieve my angst and get my point across, so forgive me. </rant>
It is more about the balance. For a four-man party at lvl 1, medium encounter balance suggests 6 goblins warriors or 12 goblin minions as the adjusted xp is removed and they can really be deadly from simulations I ran. The new edition was greatly greatly underestimated action economy at these low levels. I am thinking about having my own homebrew rule for balance creation at lvls 1-4, where having medium or hard encounters that involve more monsters than players is a huge NO-NO.