Armor Class
13
(leather)
Hit Points
7
(2d6)
Speed
30 ft.
STR
8
(-1)
DEX
14
(+2)
CON
10
(+0)
INT
9
(-1)
WIS
10
(+0)
CHA
8
(-1)
Skills
Animal Handling +2, Stealth +6
Senses
Darkvision 60 ft., Passive Perception 10
Languages
Common, Goblin
Challenge
1/4 (50 XP)
Proficiency Bonus
+2
Traits
Actions
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Description
Goblins are small, black-hearted humanoids that lair in despoiled dungeons and other dismal settings. They are aware of their weaker physicality and prefer to attack from cover using hit and run tactics.
Goblins have a knack with training foul creatures such as bats, rats, spiders and wolves and will often keep such beasts as guard animals and hunting companions.
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Posted May 25, 2020If you are wondering why I created some slightly tweaked versions of standard humanoid baddies it is in order to fix a few things in their original stats that came out in my own campaigns. First, their CRs are a little wonky and don't follow the workshop advice in the DMG and second, most of the goblinoids provide far more treasure then I think was intended.
For goblins, I removed the shield to reduce their AC to something more appropriate to their CR then I added a surprise attack feature to help them flesh them out as sneaky hit and run antagonists. Finally, I swapped out the shortbow and scimitar to dagger and sling to help reduce their gp value once slain.