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







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Posted Feb 8, 2025Now they pair even better with allies with
Pack Tacticstheir attack knocking people prone-
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Posted Feb 8, 2025I 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.
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Posted Feb 9, 2025What 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.
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Posted Feb 10, 2025oh you are right. my bad but they still pair well with wolves do to them knocking people prone
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Posted Feb 10, 2025They 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.
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Posted Feb 12, 2025Bonus acton hide, boom advantage
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Posted Feb 21, 2025To be fair, they still have to roll for stealth and be in cover, so their are some limitations.
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Posted Mar 14, 2025Why? 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.
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Posted Apr 14, 2025If 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.
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Posted May 9, 2025That's why the Goblin Minion statblock exists.
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Posted May 14, 2025The 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.
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Posted May 14, 2025I 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>
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Posted Jun 15, 2025It 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.
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Posted Aug 3, 2025In my experience 5e goblins were quite the powerhouses already. If just 2 or 3 ambush a party at night it's a deadly fight despite the difficulty rating. These guys are amazing at stealth, and they shoot really far and see in the dark. KFC doesn't always show the complete picture. These critters are even stronger huh
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Posted Oct 25, 2025Well, they don't appear to be counting Nimble Escape as a +4 to their armor class & dpr when calculating challenge rating anymore. Using that math it would be CR 1. Which, honestly makes sense, because the 2014 chart assumed it was getting the optimal advantages possible from stealth every time, and they're not always gonna have a place to hide, or act that way in combat. Still, you might wanna remember the old math if you're specifically using them for an ambush