Unlock to Continue Reading

Purchase this content to gain full access. By purchasing this content, you will unlock items for the virtual tabletop as well.

library

Wild Tricksters and Troublemakers

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

Goblin minions enjoy participating in the disruptive schemes of clever leaders but are quick to flee when confronted by their comeuppance.


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

Dagger. Melee or Ranged Attack Roll:+4, reach 5 ft. or range 20/60 ft. Hit: 4 (1d4 + 2) Piercing damage.

Bonus Actions

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


Goblin Minion

Small Fey (Goblinoid), Chaotic Neutral
  • Armor Class 12
  • Hit Points 7 (2d6)
  • Speed 30 ft.
  • Initiative +2 (12)
STR
8 (-1)
DEX
15 (2)
CON
10 (0)
INT
10 (0)
WIS
8 (-1)
CHA
8 (-1)
  • Saving Throws Str -1, Dex +2, Con +0, Int +0, Wis -1, Cha -1
  • Skills Stealth 6
  • Senses Darkvision 60 ft., passive Perception 9
  • Languages Common, Goblin
  • Challenge 1/8 (25 XP)
  • Habitat Forest, Grassland, Hill, Planar (Acheron, Feywild), Underdark
  • Treasure Implements, Individual
  • Gear Daggers (3)

Actions


  • Dagger (Melee). Melee Weapon Attack: +4 to hit, reach 5 ft., One Target. Hit: (1d4 + 2) Piercing damage.
  • Dagger (Ranged). Ranged Weapon Attack: +4 to hit, reach 20/60 ft., One Target. Hit: (1d4 + 2) Piercing damage.
Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×