Goblinoids

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

AC 16
PD 14
MD 13
HP 10 (mook)
3 Mooks

Club (Melee, +6 vs AC)

Hit: 2 damage.

Shifty


Goblin Dog #

1st Level Blocker, Fast Initiative
Brave, Targets most threatening

AC 16
PD 14
MD 13
HP 30

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

AC 15
PD 15
MD 13
HP 28

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

AC 16
PD 15
MD 15
HP 34

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

AC 17
PD 15
MD 14
HP 36

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

AC 18
PD 16
MD 15
HP 44

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

AC 19
PD 16
MD 17
HP 52

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

AC 20
PD 17
MD 18
HP 66

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

AC 18
PD 16
MD 15
HP 44

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

AC 18
PD 16
MD 15
HP 44

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.