Goblin
Goblins are a small mischevious form of faerie, found in almost any environment, both in The Immaterium and The Materium. They are normally fairly ugly (by the standards of both others and themselves), and cowardly (mainly due to their small size and weakness). They delight in causing inconvenience and disruption, especially to those they regard as pompous or overbearing, but are also capable of acts of kindness, especially towards the poor and disadvantaged. Like all faerie, they are capricious, and prone to rapid changes in temprament, attitude and behaviour.
Goblin Warrior
Goblin Warrior CR: 1/4
Small fey, any chaotic
Armor Class: 15
Hit Points: 7 (2d6) 2d6
Speed:
30 ft
STR
8 -1
DEX
14 +2
CON
10 +0
INT
10 +0
WIS
8 -1
CHA
8 -1
Skills: Stealth +6
Senses: Darkvision 60 Ft., passive Perception 9
Languages: Fey, Goblin
Challenge Rating: 1/4
( 50 XP)
Proficiency Bonus: +2
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. Fey Ancestry: The goblin has advantage on saving throws against being charmed, and magic can’t put a goblin to sleep.
Actions
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) slashing damage. Shortbow. Ranged Weapon Attack: +4 to hit, reach 80/320 ft., one target. Hit: (1d6 + 2) piercing damage.
Usual Tactics
Goblins normally prefer to fight at a distance, using their Nimble Escape to hide having moved after shooting, so that their opponents can't shoot back, and so that they can attack with advantage from a new hidden position.
Genetic Ancestor(s)
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