Goblinoids

Contrary to commonly held beliefs, Goblinoids are not naturally evil. However, due to the societal pressures of their communities, they develop into the wicked and cold hearted beasts encountered by the common adventurers. Goblinoids come in three different varieties, Goblins, Bugbears, and Hobgoblins. Goblins are short and mischevious creatures, who are feeble and unintelligent, yet cruel and dextrous. Bugbears are brutal hulks, who somehow maintain a high skill in stealth. Hobgoblins are cunning tacticians and exemplary warriors, with a strict moral code.

The following monsters are ment to replace the goblins found in the Monster Manual. When adapting an adventure to the new Goblinoids use the following rules. Whenever an adventure would call for an encounter with a Goblin, utilize the statistics of either a Goblin Warrior or a Goblin Archer. Use a Hobgoblin Soldier, Hoplite, or Archer in place of a Hobgoblin. Use a Bugbear Brute or a Bugbear Trapper in place of a Bugbear. Use the Goblin Boss, Hobgoblin Captain, Hobgoblin Warlord, or Bugbear Chief presented here in the place of the corresponding monsters found in the Monster Manual. When an adventure would call for a Hobgoblin Captain or Warlord, they are accompanied by 2 Hobgobin Hoplites, Soldiers, or Archers.

Goblin Rabble small humanoid (goblin, goblinoid), any alignment Armor Class 10

10 Hit Points 4(1d6)

4(1d6) Speed 30ft. STR DEX CON INT WIS CHA 9 (-1) 11 (+0) 10 (+0) 9 (-1) 11 (+0) 9 (-1) Skills Stealth +2, Perception +2

Stealth +2, Perception +2 Senses passive Perception 12

passive Perception 12 Languages Common, Goblin

Common, Goblin Challenge 1/8 (25 XP) Nimble Escape. Goblins can use a bonus action to take the Dodge, Dash, or Hide action Ambush. Goblins have advantage on attack rolls against creatures they have surprised. Actions Club. Melee Weapon Attack: +1 to hit, reach 5ft., one target. Hit 2 (1d4 - 1) bludgeoning damage Sling. Ranged Weapon Attack: +2 to hit, reach 30/120ft., one target. Hit 3 (1d4) bludgeoning damage

Goblin Warrior small humanoid (goblin, goblinoid), any alignment Armor Class 12 (leather armor)

12 (leather armor) Hit Points 4(1d6)

4(1d6) Speed 30ft. STR DEX CON INT WIS CHA 9 (-1) 13 (+1) 10 (+0) 9 (-1) 11 (+0) 9 (-1) Skills Stealth +3, Perception +2

Stealth +3, Perception +2 Senses passive Perception 12

passive Perception 12 Languages Common, Goblin

Common, Goblin Challenge 1/4 (50 XP) Nimble Escape. Goblins can use a bonus action to take the Dodge, Dash, or Hide action Ambush. Goblins have advantage on attack rolls against creatures they have surprised. Actions Shortsword. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 5 (1d6 + 1) piercing damage