Goblin Minion
Small Fey (Goblinoid), Chaotic Neutral
Initiative +2 (12)
AC 12
HP 7 (2d6)
Speed 30 ft.
MOD
SAVE
MOD
SAVE
MOD
SAVE
Str
8
-1
-1
Dex
15
+2
+2
Con
10
+0
+0
Int
10
+0
+0
Wis
8
-1
-1
Cha
8
-1
-1
Skills Stealth +6
Gear Daggers (3)
Senses Darkvision 60 ft.; Passive Perception 9
Languages Common, Goblin
CR 1/8 (XP 25; PB +2)
Actions
Dagger. Melee or Ranged Attack Roll: +4, reach 5 ft. or range 20/60 ft. Hit: 4 (1d4 + 2) Piercing damage.
Bonus actions
Nimble Escape. The goblin takes the Disengage or Hide action.
Goblins are Feywild embodiments of recklessness and ruin. They delight in wreckage—the louder, the more energetic, and the more convoluted, the better. Goblin raids are often as much opportunities to enjoy setting fires and tormenting livestock as they are parts of more disruptive plots. Goblins obey those who accomplish the wildest plans. Such leaders might be goblin raid masterminds, bombastic magic-users, or those capable of making the loudest noises. Hobgoblins and forceful humanoids might also command ornery groups of goblins, directing their destructiveness toward banditry, sabotage, or war.
Goblin minions enjoy participating in the disruptive schemes of clever leaders but are quick to flee when confronted by their comeuppance.
Habitat: Forest, Grassland, Hill, Planar (Acheron, Feywild), Underdark
Treasure: Implements, Individual
Monster Manual 2024
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DnD 2024 Monsters › Goblin Minion