Goblin Boss Species in The True Dark Ages | World Anvil

Goblin Boss

Goblin Boss CR: 1

Small humanoid, neutral evil
Armor Class: 17 (chain shirt, shield)
Hit Points: 21 (6d6)
Speed: 30 ft

STR

10 +0

DEX

14 +2

CON

10 +0

INT

10 +0

WIS

8 -1

CHA

10 +0

Skills: Stealth +6
Senses: Darkvision 60 ft, passive Perception 9.
Languages: Common, Goblin
Challenge Rating: 1

Nimble Escape: the goblin can take 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 1d8+2   slashing damage.     Javelin: Melee or Ranged Weapon Attack +2 to hit, reach 5ft or range 30/120 ft, one target, Hit 3 1d6 piercing damage.

Reactions

Redirect Attack: when a creature the goblin can see targets it with an attack, the goblin chooses another goblin within 5ft of it. The two goblins swap places, and the chosen goblin becomes the target instead.

Goblins are small humanoids from the dark corners of the Feywild and its equivalent. They have spread to the Material Plane having been driven out by the other Fey, along with the other Goblinoids. They have took up residence in these worlds in dark out of the way places growing in number. They are like small, malicious and spiteful Fey. Each one can be quite cowardly and prefer to attack in numbers, especially if there are Elves and the like present. They have pointed raggedy ears, and greasy dark hair, as well as a large nose, reddish eyes, sharp teeth, and greasy skin ranging from brown to green depending on the tribe. Both sexes are present and can be quite hard to tell apart. The bosses are goblins who have fought, or more likely backstabbed their way to the top. They remain there until the same happens to them.

Suggested Environments

As goblins, they prefer abandoned buildings, ruins, caverns, dark forests, and the like.


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