TEXT: D&D Denizens: Goblins
  A Glut of Goblins
  Introduction: The Monster Manual lists only two options for goblins: the basic goblin 
  (CR 1/4) and the “goblin boss” (CR 1). This document provides a range of other goblin 
  types and archetypes to flesh out any goblin tribe, ranging from CR 1/4 to CR 3. 
  A guidebook to goblins for any campaign
  Written by Scott Holden
  Layout by Pauline Benney
  Art by Claudio Pozas, used with permission from Fiery Dragon Productions
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other 
  Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are prop-
  erty of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained 
  herein is prohibited without the express written permission of Wizards of the Coast.
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, 
  Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
  
  Not for resale. Permision granted to print or  photocopy this document for personal use only.
  2                 D&D Denizens: Goblins
  The yells and yammering, croaking, gibbering 
  and jabbering, howls and growls and curses, 
  shrieking and shrinking that followed were be-
  yond description.
   
   
  — J.R.R. Tolkien, The Hobbit
  Goblins!
  The following new goblins can flesh out al-
  most any goblinoid tribe in your game, wher-
  ever the campaign may be set. 
  Goblin Beast-Master
  Small humanoid (goblinoid), neutral evil
  Armor Class 18 (breastplate, shield)
  Hit Points 40 (9d6 + 9)
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  13 (+1) 16 (+3) 12 (+1) 10 (+0) 15 (+2) 10 (+0)
  Skills Animal Handling +6, Perception +4, 
  Stealth +7
  Senses darkvision 60 ft.; passive Perception 14
  Language Common, Goblin
  Challenge 2 (450 xp)
  Beast Master. The beast-master has advantage 
  on Wisdom (Animal Handling) checks relating 
  to bats, lizards, rats, spiders, and wolves, in-
  cluding dire or giant varieties. Mounting such 
  a beast costs the beast-master 5 feet of move-
  ment, rather than half its speed.
  Cavalry Training. When the beast-master hits 
  a target with a melee attack while mounted 
  on a beast, the beast can make a melee attack 
  against the same target as a reaction. 
  Deft Lancer. The goblin beast-master deals 
  one extra die of damage when wielding a lance 
  (included in the attack below).  
  Nimble Escape. The goblin can take the Disen-
  gage or Hide action as a bonus action.  
  Actions
  Multiattack. The beast-master makes two 
  scimitar attacks. 
  Lance. Melee Weapon Attack. +3 to hit, reach 5 
  ft., one target. Hit: 14 (2d12 + 1) piercing damage.
  Scimitar. Melee Weapon Attack. +5 to hit, reach 
  5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
  Javelin. Melee or Ranged Weapon Attack. +5 to 
  hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) 
  piercing damage. 
   
  A goblin beast-master is famed among gobli-
  noids for its uncanny ability to befriend all 
  manner of beasts — but especially those that 
  most other races consider ill-natured. Of 
  course, it’s entirely possible that others con-
  sider these creatures ill-natured because of 
  their association with goblins. 
  Goblin Beast- Rider
  Small humanoid (goblinoid), neutral evil
  Armor Class 16 (studded leather, shield)
  Hit Points 14 (4d6)
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  10 (+0) 14 (+2) 10 (+0) 10 (+0) 12 (+1) 8 (-1)
  Skills Animal Handling +3, Stealth +6
  Senses darkvision 60 ft.; passive Perception 11
  Language Common, Goblin
  Challenge 1/2 (100 xp)
  Beast Master. The beast-master has advantage 
  on Wisdom (Animal Handling) checks relating 
  to bats, lizards, rats, spiders, and wolves, in-
  cluding dire or giant varieties. Mounting such 
  a beast costs the beast-master 5 feet of move-
  ment, rather than half its speed.
  Nimble Escape. The goblin can take the Disen-
  gage or Hide action as a bonus action.  
  Actions
  Scimitar. Melee Weapon Attack. +4 to hit, reach 
  5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
  Dart. Ranged Weapon Attack. +4 to hit, range 
  20/60 ft., one target. Hit: 4 (1d4 + 2) piercing 
  damage. 
  
  Not for resale. Permision granted to print or  photocopy this document for personal use only.
  D&D Denizens: Goblins                   3
  Beast-riders tend not to mix with normal, “less-
  er” goblins if they can avoid it, considering them-
  selves elite and special. For their part, other gob-
  lins pretty much just consider beast-riders to be 
  smelly. Well, maybe smelly and obnoxious. 
  Goblin Bomber
  Small humanoid (goblinoid), neutral evil
  Armor Class 15 (leather armor, shield)
  Hit Points 9 (2d6 + 2)
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  8 (-1) 
  14 (+2) 12 (+1) 10 (+0) 8 (-1) 
  8 (-1)
  Skills Stealth +6
  Senses darkvision 60 ft.; passive Perception 9
  Language Common, Goblin
  Challenge 1/4 (50 xp)
  Nimble Escape. The goblin can take the Disen-
  gage or Hide action as a bonus action.  
  Actions
  Dagger. Melee or Ranged Weapon Attack. +4 
  to hit, reach 5 ft. or range 20/60 ft., one target. 
  Hit: 4 (1d4 + 2) piercing damage.
  Fire Bomb (Recharge 5-6). The goblin bomber 
  chooses a point within 60 feet. Each creature in 
  a 5-foot-radius sphere centered on that point 
  must make a DC 12 Dexterity saving throw. A 
  target takes 10 (3d6) fire damage on a failed 
  save, or half as much damage on a successful 
  one. The fire ignites flammable objects in the 
  area that aren’t being worn or carried. 
  Few things bring a glint to the eye of a typi-
  cal goblin like something burning — prefera-
  bly something alive, or at least recently alive. 
  The goblin bomber takes this love of fire to a 
  new level, launching deadly projectiles at just 
  about anything that might ignite. 
  Goblin Chief
  Small humanoid (goblinoid), neutral evil
  Armor Class 17 (studded leather, shield)
  Hit Points 45 (10d6 + 10)
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  14 (+2) 16 (+3) 13 (+1) 12 (+1) 13 (+1) 11 (+0)
  Skills Acrobatics +5, Intimidation +4, Stealth +7
  Senses darkvision 60 ft.; passive Perception 11
  Language Common, Goblin
  Challenge 3 (700 xp)
  Nimble Escape. The goblin can take the Disen-
  gage or Hide action as a bonus action.  
  Actions
  Multiattack. The goblin chief makes two melee 
  or ranged attacks. 
  Scimitar. Melee Weapon Attack. +5 to hit, reach 
  5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
  Shortbow. Ranged Weapon Attack. +5 to hit, 
  range 80/320 ft., one target. Hit: 6 (1d6 + 3) 
  piercing damage. 
  Reactions
  Redirect Attack. When a creature the goblin 
  chief can see targets it with an attack, the chief 
  
  Not for resale. Permision granted to print or  photocopy this document for personal use only.
  4                 D&D Denizens: Goblins
  chooses another goblin within 5 feet of itself. 
  The two goblins swap places, and the chosen 
  goblin becomes the target instead. 
  Uncanny Dodge. When an attacker that the gob-
  lin chief can see hits it with an attack, the chief 
  can use its reaction to halve the attack’s damage. 
  Served by one or more goblin bosses who 
  handle the day-to-day running of the tribe, 
  a goblin chief tends to turn his eye to more 
  significant matters: for example, sleeping, 
  eating, counting treasure, or exercising his 
  chief’s privilege with the other goblins’ wives. 
  Goblin Deadeye
  Small humanoid (goblinoid), neutral evil
  Armor Class 15 (studded leather)
  Hit Points 17 (5d6)
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  8 (-1) 
  16 (+3)10 (+0) 
  10 (+0) 11 (+0) 8 (-1)
  Skills Perception +4, Stealth +7
  Senses darkvision 60 ft.; passive Perception 14
  Language Common, Goblin
  Challenge 1 (200 xp)
  Deft Escape. The goblin deadeye can take the 
  Dash, Disengage, or Hide action as a bonus action. 
  Sneak Attack (1/Turn). The goblin deadeye 
  deals an extra 7 (2d6) damage when it hits a 
  target with a weapon attack and has advan-
  tage on the attack roll, or when the target is 
  within 5 feet of an ally of the deadeye that isn’t 
  incapacitated and the deadeye doesn’t have 
  disadvantage on the attack roll.  
  Actions
  Shortsword. Melee Weapon Attack. +5 to hit, 
  reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing 
  damage.
  Shortbow. Ranged Weapon Attack. +5 to hit, 
  range 30/120 ft., one target. Hit: 6 (1d6 + 3) 
  piercing damage. 
  Sharpshooter and skulk, the deadeye serves 
  its tribe almost as often as it serves itself, 
  and that’s saying something for a goblin. The 
  deadeye has a cunning mind for traps, am-
  bushes, and skullduggery. 
  Goblin Shaman
  Small humanoid (goblinoid), neutral evil
  Armor Class 14 (hide)
  Hit Points 14 (4d6)
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  8 (-1) 
  14 (+2) 11 (+0) 11 (+0) 13 (+1) 8 (-1)
  Skills Medicine +2, Nature +2, Stealth +6
  Senses darkvision 60 ft.; passive Perception 11
  Language Common, Goblin
  Challenge 1/2 (100 xp)
  Nimble Escape. The goblin can take the Disen-
  gage or Hide action as a bonus action.  
  Spellcasting. The goblin shaman is a 2nd-level 
  spellcaster. Its spellcasting ability is Wisdom 
  (spell save DC 11, +3 to hit with spell attacks). 
  The shaman has the following druid spells pre-
  pared: 
  Cantrips (at will): druidcraft, poison spray
  1st level (3 slots): detect magic, faerie fire, heal-
  ing word  
  Actions
  Shortsword. Melee Weapon Attack. +4 to hit, 
  reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing 
  damage.
  Dart. Ranged Weapon Attack. +4 to hit, range 20/60 
  ft., one target. Hit: 4 (1d4 + 2) piercing damage. 
  Reactions
  Reactive Poison. When the goblin shaman 
  would be hit with a melee attack, it may cast 
  poison spray as a reaction. 
  The goblin shaman is not exactly feared by 
  its fellow goblins, nor even respected. Most 
  
  Not for resale. Permision granted to print or  photocopy this document for personal use only.
  D&D Denizens: Goblins                   5
  goblins don’t much care one way or the other, 
  actually. Still, the shaman usually manages 
  to get its own way. 
  Goblin Viper
  Small humanoid (goblinoid), neutral evil
  Armor Class 15 (leather, shield)
  Hit Points 10 (3d6)
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  8 (-1) 
  14 (+2) 10 (+0) 10 (+0) 8 (-1) 
  8 (-1)
  Skills Stealth +6
  Senses darkvision 60 ft.; passive Perception 9
  Language Common, Goblin
  Challenge 1/2 (100 xp)
  Nimble Escape. The goblin can take the Disen-
  gage or Hide action as a bonus action.  
  Actions
  Shortsword. Melee Weapon Attack. +4 to hit, reach 
  5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Dart. Ranged Weapon Attack. +4 to hit, range 20/60 
  ft., one target. Hit: 4 (1d4 + 2) piercing damage. 
  Poisoned Dart (Recharge 4-6). Ranged Weap-
  on Attack. +4 to hit, range 20/60 ft., one tar-
  get. Hit: 4 (1d4 + 2) piercing damage , plus 
  5 (2d4) poison damage and the target must 
  succeed on a DC 10 Constitution saving throw 
  or be poisoned for 1 minute. On a successful 
  save, the target takes only half damage from 
  the poison. 
  The viper is every bit as quick and deadly as 
  it sounds. Overly fond of poisons and toxins, 
  most vipers will go out of their way — quite 
  far out of their way — to inflict their favorite 
  pastime on other living creatures. 
  Goblin Witchdoctor
  Small humanoid (goblinoid), neutral evil
  Armor Class 14 (hide)
  Hit Points 24 (7d6)
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  8 (-1) 
  14 (+2) 10 (+0) 10 (+0) 12 (+1) 15 (+2)
  Skills Arcana +4, Nature +4, Stealth +6
  Senses darkvision 60 ft.; passive Perception 11
  Language Common, Goblin
  Challenge 2 (450 xp)
  Nimble Escape. The goblin can take the Disen-
  gage or Hide action as a bonus action.  
  Spellcasting. The witchdoctor is a 5th-level 
  spellcaster. Its spellcasting ability is Charisma 
  (spell save DC 12, +4 to hit with spell attacks). 
  The witchdoctor knows the following spells: 
  Cantrips (at will): chill touch, minor illusion, 
  poison spray, thaumaturgy
  1st level (4 slots): bane, detect magic, healing 
  word, magic missile
  2nd level (3 slots): blindness/deafness, prayer 
  of healing, web 
  3rd level (2 slots): bestow curse, hypnotic pattern 
  
  Not for resale. Permision granted to print or  photocopy this document for personal use only.
  6                 D&D Denizens: Goblins
  Actions
  Dagger. Melee or Ranged Weapon Attack. +4 
  to hit, reach 5 ft. or range 20/60 ft., one target. 
  Hit: 4 (1d4 + 2) piercing damage. 
  Quarterstaff. Melee Weapon Attack. +1 to hit, 
  reach 5 ft., one target. Hit: 2 (1d6-1) bludgeon-
  ing damage, or 3 (1d8-1) bludgeoning damage 
  if used in two hands
  Reactions
  Redirect Attack. When a creature the witch-
  doctor can see targets it with an attack, the 
  witchdoctor chooses another goblin within 5 
  feet of itself. The two goblins swap places, and 
  the chosen goblin becomes the target instead. 
  Goblin witchdoctors are rare, quite skilled 
  in both offensive and healing magic. They are 
  often counselors to powerful chiefs or leaders 
  in their own right. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Non-Publisher Titles/D&D Denizens Goblins.pdf