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Wild Tricksters and Troublemakers

Habitat: Forest, Grassland, Hill, Planar (Acheron, Feywild), Underdark; Treasure: Implements, Individual

Goblin bosses are often the most imaginative, disruptive, or forceful goblins. Through a combination of luck, cowardice, and callousness, these leaders avoid harm at the expense of their followers.


Goblin

Goblins are Feywild embodiments of recklessness and ruin. They delight in wreckage—the louder, the more energetic, and the more convoluted, the better. Goblin raids are often as much opportunities to enjoy setting fires and tormenting livestock as they are parts of more disruptive plots.

Goblins obey those who accomplish the wildest plans. Such leaders might be goblin raid masterminds, bombastic magic-users, or those capable of making the loudest noises. Hobgoblins and forceful humanoids might also command ornery groups of goblins, directing their destructiveness toward banditry, sabotage, or war.

The deity Maglubiyet claims to be the god of goblins, hobgoblins, and bugbears, and on the Infinite Battlefield of Acheron, the deity commands innumerable goblinoid legions. In ages long past, Maglubiyet witnessed the destructive propensity of goblinoids and relocated a population of them from the Feywild to his realm on the Outer Planes. Since then, hordes of these more martial-minded goblins have flourished, with some finding their ways to Material Plane worlds. These vicious invaders seek to sow ruin in preparation for their god’s conquest.

Bree-yark!

—Approximate translation from
Goblin to Common: “Hey, rube!”

Actions

Multiattack. The goblin makes two attacks, using Scimitar or Shortbow in any combination.

Scimitar. Melee Attack Roll:+4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage, plus 2 (1d4) Slashing damage if the attack roll had Advantage.

Shortbow. Ranged Attack Roll:+4, range 80/320 ft. Hit: 5 (1d6 + 2) Piercing damage, plus 2 (1d4) Piercing damage if the attack roll had Advantage.

Bonus Actions

Nimble Escape. The goblin takes the Disengage or Hide action.

Reactions

Redirect Attack. Trigger:A creature the goblin can see makes an attack roll against it. Response: The goblin chooses a Small or Medium ally within 5 feet of itself. The goblin and that ally swap places, and the ally becomes the target of the attack instead.


Goblin Boss

Small Fey (Goblinoid), Chaotic Neutral
  • Armor Class 17
  • Hit Points 21 (6d6)
  • Speed 30 ft.
  • Initiative +2 (12)
STR
10 (0)
DEX
15 (2)
CON
10 (0)
INT
10 (0)
WIS
8 (-1)
CHA
10 (0)
  • Saving Throws Str +0, Dex +2, Con +0, Int 0, Wis -1, Cha +0
  • Skills Stealth 6
  • Senses Darkvision 60 ft., passive Perception 9
  • Languages Common, Goblin
  • Challenge 1 (200 XP)
  • Habitat Forest, Grassland, Hill, Planar (Acheron, Feywild), Underdark
  • Treasure Implements, Individual
  • Gear Chain Shirt, Scimitar, Shield, Shortbow

Actions


  • Multiattack. The goblin makes two attacks, using Scimitar or Shortbow in any combination.
  • Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., One Target. Hit: (1d6 + 2) Slashing damage. Plus 2 (or [[1d4]] (1d4)) Slashing damage if the attack roll had Advantage.
  • Shortbow. Ranged Weapon Attack: +4 to hit, reach 80/320 ft., One Target. Hit: (1d6 + 2) Piercing damage. Plus 2 (or [[1d4]] (1d4)) Piercing damage if the attack roll had Advantage.

Reactions


  • Redirect Attack. *Trigger:* A creature the goblin can see makes an attack roll against it. *Response:* The goblin chooses a Small or Medium ally within 5 feet of itself. The goblin and that ally swap places, and the ally becomes the target of the attack instead.
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