Humanoids #
Goblinoids #
Some common effects or qualities that Goblins and Hobgoblins employ include:
Shifty: Enemies with this ability gain 1 advantage to disengage checks.
Shaking Curse: A condition applied to enemies. Whenever an enemy engages or disengages the target, the target takes damage equal to the engaging/disengaging enemy’s level.
Spend 2 Threat: Until the end of the encounter, use the caster’s level instead of the engaging/disengaging enemy’s level.
Fighting Discipline: Each enemy with this ability can give one attack vs AC 1 disadvantage once per encounter unless otherwise specified. Enemies with this ability who are next to each other can share usages (such that one enemy can protect another using this).
Spend 2 Threat: Until the end of the encounter, if Fighting Discipline makes an attack into a Natural 8-, the enemy using it gets an Opportunity Attack against the attacker.
The above Threat abilities apply to every Goblin/Hobgoblin with that ability.
Goblin Scum #
1st Level Mook, Fast Initiative
Cautious, Targets least threatening
PD 14
MD 13
3 Mooks
Club (Melee, +6 vs AC)
Hit: 2 damage.
Shifty
Goblin Dog #
1st Level Blocker, Fast Initiative
Brave, Targets most threatening
PD 14
MD 13
Bite (Melee, +6 vs AC)
Hit: 3 damage.
Natural Even Hit or Miss: You may use Stench as a free action.
Stench (Melee, +6 vs PD, every engaged enemy)
Hit: Shaking Curse (11+ save ends).
Special: This can only be used from Bite.
Relentless: Enemies with a lower Initiative band than the Goblin Dog gain 1 disadvantage when attempting to disengage from it.
Loyal: The Goblin Dog may attempt to disengage as an Interrupt.
Goblin Grunt #
1st Level Troop, Fast Initiative
Cautious, Targets least threatening
PD 15
MD 13
Club (Melee, +6 vs AC)
Hit: 3 damage, or 5 if enemies outnumber PCs.
Thrown Rock (Ranged, Provokes, +6 vs AC)
Hit: 4 damage.
Shifty
Goblin Shaman #
2nd Level Leader, Slow Initiative
Cautious, Targets least threatening
PD 15
MD 15
Spear (Melee, +7 vs AC)
Hit: 4 damage.
Goblinvocation (Spell, Provokes, +7 vs PD)
Hit: 4 psychic damage and Shaking Curse (11+ save ends).
Miss: Shaking Curse until the end of the Goblin Shaman’s next turn.
Natural Even Hit or Miss: Another random nearby enemy receives the Miss effect in addition to the normal Hit or Miss effect given to the target.
Shifty
Hobgoblin Warrior #
2nd Level Troop, Fast Initiative
Brave, Targets most threatening
PD 15
MD 14
Stabbing Sword (Melee, +7 vs AC)
Hit: 6 damage.
Natural Even Miss: 2 damage.
Fighting Discipline
Hobgoblin Frontliner #
3rd Level Blocker, Medium Initiative
Brave, Targets most threatening
PD 16
MD 15
Stabbing Sword (Melee, +8 vs AC)
Hit: 7 damage.
Miss: 2 damage.
Natural Even Hit/Miss: In addition to standard hit/miss effects, the Hobgoblin Frontliner and all allies next to it gain +1 AC until the end of the Hobgoblin Frontliner’s next turn or until they are no longer next to the Frontliner.
Fighting Discipline: Can use this 2 times instead of the usual 1.
Hobgoblin Captain #
4th Level Leader, Medium Initiative
Cautious, Targets most threatening
PD 16
MD 17
Captain’s Sabre (Melee, +10 vs AC)
Hit: 10 damage. Before the start of the Hobgoblin Captain’s next turn, the first time an attack would hit the Hobgoblin Captain, they can direct half of the damage to a nearby goblin (not Hobgoblin) ally.
Charge! (Provokes, Quick)
Every nearby Hobgoblin (not including the Captain) may move or disengage.
Fighting Discipline
Hobgoblin Warmage #
5th Level Spoiler, Medium Initiative
Cautious, Targets most threatening
PD 17
MD 18
Warstaff (Melee, +9 vs AC)
Hit: 10 damage.
Fireblast (Spell, Provokes, +10 vs PD, 1 or 2 nearby targets)
Hit: 12 damage if one target, 6 damage if two targets, and Stunned until the start of the Hobgoblin Warmage’s next turn.
Concussion (Spell, +10 vs PD, every engaged enemy)
Hit: 6 force damage and the Hobgoblin Warmage pops the target off.
Fighting Discipline: 0 uses, but other Hobgoblins can share a use with them.
Bugbear Enforcer #
3rd Level Troop, Medium Initiative
Reckless, Targets most recent
PD 16
MD 15
Oversized Weapon (Melee, +8 vs AC)
Odd Hit: 8 damage.
Even Hit: 12 damage.
Miss: If the target is engaged with two or more foes, it takes 1d6 damage.
Bugbear Shieldbearer #
3rd Level Blocker, Medium Initiative
Cautious, Targets most threatening
PD 16
MD 15
Oversized Shield (Melee, +8 vs AC)
Hit: 8 damage.
Natural Even Hit/Miss: The Shieldbearer pops off.
Enormous Shield: Intercepted attacks and ranged attacks against AC gain 1 disadvantage.