Small humanoid (goblinoid), neutral evil
Armor Class 17 (chain shirt, shield)
Hit Points 21 (6d6)
Speed 30 ft.
Proficiency Bonus +2
Proficiency Bonus +3 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 14 (+2) | 10 (+0) | 10 (+0) | 8 (-1) | 10 (+0) |
Saving Throws Dex +4
Skills Stealth +6
Senses darkvision 60 ft., passive Perception 9
Languages Common, Goblin
Challenge 1 (200 XP)
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
ACTIONS
- Multiattack. The goblin makes two attacks with its scimitar. The second attack has disadvantage.
- Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
- Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
REACTIONS
- Redirect Attack. When a creature the goblin can see targets it with an attack, the goblin chooses another goblin within 5 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead.
GOBLIN’s TACTICS (read the article)
5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.
It is the lack of something that move and motivate characters, not the abundance of it
DESCRIPTION
A goblin boss is a small, black-hearted, and selfish humanoid that leads a tribe of goblins, usually through fear and intimidation. A goblin boss is larger and stronger than a typical goblin, but no braver or smarter. They wear chain shirts and shields, and wield scimitars and javelins. They have dark green or yellow skin, red eyes, and sharp teeth. They speak Common and Goblin. A goblin boss might have a distinctive feature, such as a scar, a tattoo, a missing ear, or a metal tooth, that marks them as the leader of their tribe.
COMBAT
A goblin boss is a cunning and ruthless fighter, who uses their underlings as shields and weapons. They can take the Disengage or Hide action as a bonus action, allowing them to move around the battlefield and avoid direct confrontation. They can also swap places with another goblin within 5 feet of them when targeted by an attack, redirecting the damage to their minion. The goblin boss can then make one scimitar attack against the creature that attacked them. This feature is called Redirect Attack.
A goblin boss can make two attacks with their scimitar, but the second one has disadvantage. This is because they are not very skilled or confident in their fighting abilities. They can also throw javelins at range, but they prefer to save them for fleeing enemies or larger foes.
A goblin boss is not loyal to their tribe, and will flee or surrender if the battle turns against them. They will also try to bargain or trick their enemies into sparing them, offering information or treasure in exchange for their life. They are easily ousted by other goblins who seek to take their place, or by stronger creatures such as hobgoblins or bugbears.
HABITAT / SOCIETY
A goblin boss might command a single lair, while a goblin king or queen (who is nothing more than a glorified goblin boss) rules hundreds of goblins, spread out among multiple lairs to ensure the tribe’s survival. Goblin bosses are often in conflict with other goblin bosses or rival tribes, competing for resources and territory.
Goblin bosses are abusive and tyrannical leaders, who treat their underlings with contempt and violence. They demand obedience and tribute from their followers, and punish any sign of dissent or disloyalty. They also favor some goblins over others, creating a hierarchy of cronies and outcasts within the tribe. A goblin boss might have a special name, such as Gribnak the Cruel, Snikkit the Sly, or Zarg the Fat, that reflects their personality or reputation.