Maglubiyet's Might A beastiary of goblinoids for the worlds greatest role-playing game.

So, when I started making the goblin sneak-thief, what I wanted to do was lean into the stealthy/deceptive aspect of goblins. I gave it invisibility to add the stealthy aspect but not greater invisibility as that would add a level of combat prowess that I didn’t want. This is a spy or thief, not an assassin or some type of fighter thus, it isn’t great at fighting only escaping. Misty step gives some extra mobility and synergizes with mislead in a great way. After using misty step to get away at one point or another, when it finally uses mislead it can get the players to think it teleported again, giving the goblin a head start to escape. The reduce is to allow the goblin to slide through cracks in doors or places where a spy shouldn’t otherwise be able to get to. Goblin Sneak-Thief Small humanoid (goblinoid), neutral evil Armor Class 17 (studded leather, shield)

17 (studded leather, shield) Hit Points 44 (8d6 + 16)

44 (8d6 + 16) Speed 40 ft. STR DEX CON INT WIS CHA 10 (+0) 17 (+3) 14 (+2) 12 (+1) 10 (+0) 10 (+0) Skills Acrobatics +5, Slight of Hand +5, Stealth +7

Acrobatics +5, Slight of Hand +5, Stealth +7 Senses Darkvision 60 ft., passive Perception 10

Darkvision 60 ft., passive Perception 10 Languages Common, Goblin

Common, Goblin Challenge 3 (700 XP) Innate Spellcasting. The goblin's spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components: At will: invisibility (self only) 1/day each: mislead, misty step Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. Reduce (Recharges after a Short or Long Rest) For 1 minute, the goblin magically decreases in size, along with anything it is wearing. While reduced, the goblin is Tiny, halves its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength Checks and Strength Saving Throws with disadvantage. While Tiny in this way the goblin can fit into gaps of 1 inch without squeezing. Actions Dagger. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 5 (1d4 + 3) slashing damage. The goblin saboteur is smart enough to locate good spots to destroy, thus it has a higher int and an investigation proficiency. Knock is to get around those pesky locks, spider climb is to help the goblin get the necessary movement/climb walls. Dispel magic helps get through any magical locks the goblin encounters. Glyph of warding is the payload that the goblin is meant to deliver and place in the most inconvenient spot. Lastly, the sleep and silence are to help the goblin get pass any defenders/ kill any easy targets it comes across. Goblin Saboteur Small humanoid (goblinoid), neutral evil Armor Class 17 (studed leather, shield)

17 (studed leather, shield) Hit Points 36 (8d6 + 8)

36 (8d6 + 8) Speed 30 ft. STR DEX CON INT WIS CHA 8 (-1) 16 (+3) 12 (+1) 14 (+2) 10 (+0) 8 (-1) Skills Investigation +4, Slight of Hand +5, Stealth +7

Investigation +4, Slight of Hand +5, Stealth +7 Senses Darkvision 60 ft., passive Perception 10

Darkvision 60 ft., passive Perception 10 Languages Common, Goblin

Common, Goblin Challenge 3 (700 XP) Innate Spellcasting. The goblin's spellcasting ability is Intelligence (spell save DC 12). It can innately cast the following spells, requiring no material components: At will: knock, spider climb 1/day each: dispel magic, glyph of warding, silence, sleep Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. Actions Dagger. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 5 (1d4 + 3) slashing damage.

Call beast is based off conjure animals/conjure fey, the main difference being that there is no concentration involved. I am sure some people will ask about adding a saving throw to the “mean totem”. If you want to do that be my guest! I didn’t because it is at most 3 rounds of conditional disadvantage (hostile creatures must be within 60 ft of the shaman). Even then, I assume you would have the shaman first call a dire wolf/ polar bear which means any ranged attacks are going to go to the shaman. Finally, saving throws I find somewhat slow down the pace of the game so when reasonable I don't use them for aura effects. Goblin Shaman Small humanoid (goblinoid), neutral evil Armor Class 15 (leather armor, shield)

15 (leather armor, shield) Hit Points 55 (10d6 + 20)

55 (10d6 + 20) Speed 30 ft STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 14 (+2) 11 (+0) 16 (+3) 11 (+0) Skills Insight +8, Perseption +8, Survival +8

Insight +8, Perseption +8, Survival +8 Senses Darkvision 60 ft., passive Perception 18

Darkvision 60 ft., passive Perception 18 Languages Common, Goblin

Common, Goblin Challenge 5 (1,800 XP) Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. Actions Call Beast (Recharge 6). As an action the goblin can cause one beast of CR 2 or lower to appear in a space within 60 feet. The summoned creature disappears when it drops to 0 hit points or 1 minute has passed. The summoned creature is friendly to the goblin. It obeys any verbal commands that the goblin issues to it. If the goblin dosen't issue any commands to the beast, it defend itself from hostile creatures, but otherwise take no actions. Friendly Totem (3/Day). As an action the goblin can cause one friendly totem to appear in its hand. All allied creatures within 60 ft., of the totem can add 2 (1d4) to any attack rolls made until the start of the goblins next turn. Additionaly, they can regain 7 (2d6) hit points. Mean Totem (3/Day). As an action the goblin can cause one mean totem to appear in its hand. All hostile creatures within 60 ft., of the totem have disadvantege to any attack rolls made until the start of the goblins next turn. Shortsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) slashing damage. The goblin booyahg is %100 a goblin glass cannon. I would keep it as far back as possible and play it as cowardly as I could. Also, while the booyahg has a high charisma I would not roleplay that as being charming or scary (though you are free to do so). I would play it as being as slimy, fast-talking and deceptive as possible. Goblin Booyahg Small humanoid (goblinoid), neutral evil Armor Class 14 (studded leather)

14 (studded leather) Hit Points 45 (10d6 + 10)

45 (10d6 + 10) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 8 (-1) 8 (-1) 16 (+3) Saving Throws Con +4, Int +2, Cha +6

Con +4, Int +2, Cha +6 Skills Deception +6, Stealth +8

Deception +6, Stealth +8 Senses Darkvision 60 ft., passive Perception 9

Darkvision 60 ft., passive Perception 9 Languages Common, Goblin

Common, Goblin Challenge 5 (1,800 XP) Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. Spellcasting. The goblin is a 10th-level spellcaster. Its spellcasting ability is Charisma (save DC 14, +6 to hit with spell attacks). The goblin has the following sorcerer spells prepared: Cantrips (at will): firebolt, frostbite, lightning lure, shocking grasp, thunderclap 1rst level (4 spell slots): chaos bolt 2nd level (3 spell slots): shatter 3rd level (3 spell slots): fireball, lightning bolt 4th level (3 spell slots): ice storm, wall of fire 5th level (2 spell slots): cone of cold Actions Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 4 (1d8) bludgoning damage. Any time the Goblin Booyagh casts a spell or cantrip roll on the wild magic table in the players handbook. Summons and XP I don't know what the RAW is for summoned creatures in regards to granting XP but, for the goblin shaman the damage per round and HP was added to the shamans to give the total CR. As such I would not give extra XP for each summon killed (though you may do so).

What are goblins in fantasy known for? They are small, weak and easily killed. So, how do you challenge a party that isn’t level 1 with goblins? You throw a crap-ton of goblins at them. The issue with that is after a certain point for the GM that gets to be a lot of bookkeeping. Tracking initiative, hit points and positioning gets to be tedious after a while. So, what solution is there? Stop using goblins? No! Swarms of goblins! There are already swarms of bugs and other small things so why not goblins? Goblin Swarm Huge swarm of small humanoids (goblinoid), neutral evil Armor Class 15 (leather armor, shield)

15 (leather armor, shield) Hit Points 54 (12d6 + 12)

54 (12d6 + 12) Speed 30ft. STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 13 (+1) 10 (+0) 8 (-1) 8 (-1) Damage Resistances bludgioning, piercing, slashing

bludgioning, piercing, slashing Skills Stealth +6

Stealth +6 Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, poisoned, prone, restrained, stunned

charmed, exhaustion, frightened, grappled, paralyzed, poisoned, prone, restrained, stunned Senses Darkvision 60 ft passive Perception 9

Darkvision 60 ft passive Perception 9 Languages Common, Goblin

Common, Goblin Challenge 6 (2,300 XP) Nimble Escape. The swarm can take the Disengage or Hide action as a bonus action on each of its turns. Swarm. The swarm can enter a hostile creature's space and stop there. It can move through a space as narrow as a small creature without squeezing. The swarm can't regain hitpoints or gain temporary hitpoints. Actions Multiattack. The goblin swarm makes 3 shortsword or shortbow attacks. Shortsword. Melee Weapon Attack: +4 to hit, reach 5ft. Hit: 16 (4d6 + 2) slashing damage, or 9 (2d6 + 2) slashing damage if the swarm has half its hitpoints or fewer. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 16 (4d6 + 2) piercing damage or 9 (2d6 + 2) piercing damage if the swarm has half its hitpoints or fewer. Goblin Legion Gargantuan swarm of small humanoids (goblinoid), neutral evil Armor Class 17 (studded leather armor, shield)

17 (studded leather armor, shield) Hit Points 162 (25d6 + 75)

162 (25d6 + 75) Speed 30ft. STR DEX CON INT WIS CHA 12 (+1) 17 (+3) 16 (+3) 10 (+0) 8 (-1) 8 (-1) Damage Resistances bludgioning, piercing, slashing

bludgioning, piercing, slashing Skills Stealth +6

Stealth +6 Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, poisoned, prone, restrained, stunned

charmed, exhaustion, frightened, grappled, paralyzed, poisoned, prone, restrained, stunned Senses Darkvision 60 ft passive Perception 9

Darkvision 60 ft passive Perception 9 Languages Common, Goblin

Common, Goblin Challenge 12 (8,400 XP) Nimble Escape. The swarm can take the Disengage or Hide action as a bonus action on each of its turns. Swarm. The swarm can enter a hostile creature's space and stop there. It can move through a space as narrow as a small creature without squeezing. The swarm can't regain hitpoints or gain temporary hitpoints. Actions Multiattack. The goblin legion makes 3 shortsword attacks or shortbow attacks. Shortswords Melee Weapon Attack: +8 to hit, reach 5ft. Hit: 24 (6d6 + 3) slashing damage, or 13 (3d6 + 3) slashing damage if the swarm has half its hitpoints or fewer. Shortbow. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 24 (6d6 + 3) piercing damage or 13 (3d6 + 3) piercing damage if the swarm has half its hitpoints or fewer. Bree-Yark Any time a swarm of goblins takes 20 or more points of damage in one turn, the swarm must succeed on a DC 10 Charisma saving throw or disperse into a number of fleeing goblins of the DM’s discretion. (My rule of thumb is 1 goblin for every every ~10 hit points worth of HP remaining)

Boggey Small humanoid (goblinoid), neutral evil Armor Class 18 (studded leather, shield)

18 (studded leather, shield) Hit Points 117 (18d6 + 54)

117 (18d6 + 54) Speed 30ft. STR DEX CON INT WIS CHA 12 (+1) 19 (+4) 16 (+3) 12 (+1) 11 (+0) 19 (+4) Saving Throws Dex +8, Cha +8

Dex +8, Cha +8 Skills Deception +8, Intimidation +8, Stealth +12

Deception +8, Intimidation +8, Stealth +12 Condition Immunities charmed, frightened

charmed, frightened Senses Darkvision 120 ft., passive Perception 10

Darkvision 120 ft., passive Perception 10 Languages Common, Goblin

Common, Goblin Challenge 12 (8,400 XP) Innate Spellcasting. The boggey's spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: At will: cause fear, dissonant whispers 1/day each: enemies abound, fear, phantasmal killer Legendary Resistance (3/Day). If the boggey fails a saving throw, it can choose to succeed instead. Nimble Escape. The boggey can take the Disengage or Hide action as a bonus action on each of its turns. Actions Shadow Blade. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 13 (3d8) psychic damage. Legendary Action The boggey can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The boggey regains spent legendary actions at the start of its turn. Attack. The boggey makes a shadow blade attack. Invisibility (Cost 2 Actions). The boggey turns invisible until the end of its next turn. Phantasmal Killer (Cost 3 Actions). The boggey casts phantasmal killer. A Boggey's Lair The formation of a boggey is a peculiar thing. It is not a naturally occurring creature, or a goblin that has honed its natural abilites to great lengths. It is fear, given form. So the lair of a boggey must be a place that has a number of goblins (to allow the transformation) and a place of concentrated fear. Perhaps it is in the sewers under a despotic lord, or an abandoned mine at a warzone. Lair Actions On initiative count 20 (losing initiative ties), the boggey takes a lair action to cause one of the following effects; the boggey can't use the same effect two rounds in a row: Nearby shadows and darkness cling to the boggey. The boggey has advantege on stealth checks until initative count 20 of the next round or it dies.

The boggey turns semi-corporeal. The boggey gains resistance to bludgeoning, piercing, slashing damage and cannot be grappled or restrained until initative count 20 of the next round or it dies.

A cloud of vile gas extends in a radius of 60 feet around the boggey. Creatures in the gas cannot regain hit points or gain temporary hit points. Regional Effects The region containg a boggey's lair is warped by the boggey's magic, which creates one or more of the following effects: Creatures are filled with a sense of lethargy. All creatures win 6 miles make death saving throws with disadvantage. Within 1 mile of the boggeys lair it can sense the location of a frightened creature. Creatures that sleep within 6 miles of the boggey's lair have dark and disturbing dreams. Morale I don’t know about you but, I find especially in the heat of battle I forget to have monsters break and run. What I have found is that by giving myself a ruleset/ guideline to follow, means that I am more likely to remember. So, here is the guideline or response of goblins. (All of these are charisma saving throws) DC 5 if it sees another goblin die DC 10 if it sees another goblin die and the total number of remaining goblins is half or less than the number at the start of combat. DC 12 if a bugbear dies. DC 15 if a hobgoblin dies. If a bugbear is on the field add 1 to the goblins saving throw bonus. If a hobgoblin is in the field add 5 to the goblins saving throw bonus.

This bugbear sneaks behind enemy lines and kills guards and sentries. Or hunts down escaping foes and prisoners, thus the hunters mark. As such it has studded leather and 2 medium quality Dex based weapons. To reinforce the theme of bugbears (as these things sneaking through the darkness to steal someone away) they get shadow stealth, pass without trace and silence. Bugbear Hunter Medium humanoid (goblinoid), chaotic evil Armor Class 18 (studded leather, shield)

18 (studded leather, shield) Hit Points 32 (5d8 + 10)

32 (5d8 + 10) Speed 30ft. STR DEX CON INT WIS CHA 15 (+2) 18 (+4) 14 (+2) 8 (-1) 12 (+1) 9 (-1) Skills Perseption +3, Stealth +8, Survival +3

Perseption +3, Stealth +8, Survival +3 Senses Darkvision 60 ft., passive Perception 11

Darkvision 60 ft., passive Perception 11 Languages Common, Goblin

Common, Goblin Challenge 3 (700 XP) Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). Innate Spellcasting. The bugbear's spellcasting ability is Wisdom (spell save DC 11). It can innately cast the following spells, requiring no material components: At will: hunters mark, silence 1/day: pass without trace Shadow Stealth. While in dim light or darkness the bugbear can Hide as a bonus action. Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. Actions Multiattack. The bugbear hunter makes two shortsword or shortbow attacks. Shortsword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 10 (2d6 + 3) slashing damage. Shortbow. Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Bugbear Raider Medium humanoid (goblinoid), chaotic evil Armor Class 16 (breastplate)

16 (breastplate) Hit Points 52 (8d8 + 16)

52 (8d8 + 16) Speed 30ft. STR DEX CON INT WIS CHA 17 (+3) 15 (+2) 14 (+2) 8 (-1) 12 (+1) 9 (-1) Skills Athletics +5, Stealth +6

Athletics +5, Stealth +6 Senses Darkvision 60 ft., passive Perception 11

Darkvision 60 ft., passive Perception 11 Languages Common, Goblin

Common, Goblin Challenge 3 (700 XP) Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. Actions Multiattack. The bugbear raider makes two greataxe attacks. Greataxe. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 16 (2d12 + 3) slashing damage. Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6 + 3) piercing damage in melee or 5 (1d6 + 3) piercing damage at range. The is a veteran bugbear and has seen a few battles in the goblinoid war host thus, it is less tribal and has lost the survival skill. It has the same dex based stats, but otherwise is all around better than a base bugbear. Higher str, con, multiattack, athletics and better equipment.

This is a bugbear that has been trained to be the bodyguard of a hobgoblin leader. As such it has gained keen senses and protective training. Protective training is meant to be what the protection fighting style would be if it was actually good. Lastly, the insight is for in diplomatic situations the bugbear can help its lord determine the trustworthiness of the other party. Bugbear Bodyguard Medium humanoid (goblinoid), chaotic evil Armor Class 18 (breastplate, shield)

18 (breastplate, shield) Hit Points 78 (12d8 + 24)

78 (12d8 + 24) Speed 30ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 14 (+2) 8 (-1) 16 (+3) 9 (-1) Skills Insight +6, Perseption +9, Stealth +8, Survival +6

Insight +6, Perseption +9, Stealth +8, Survival +6 Senses Darkvision 60 ft., passive Perception 19

Darkvision 60 ft., passive Perception 19 Languages Common, Goblin

Common, Goblin Challenge 4 (1,100 XP) Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). Keen Senses. The bugbear bodyguard has advantage on Wisdom (Perception) checks. Protective Training. Within 5 ft., of the bugbear bodyguard, hostile creatures have disadvantage on melee weapon attacks. Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. Actions Multiattack. The bugbear bodyguard makes two battleaxe attacks. Battleaxe. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 12 (2d8 + 3) slashing damage. Passive Perception On pg. 162 of the PHB it says "...Here’s how to determine a character’s total for a passive check: 10 + all modifiers that normally apply to the check. If the character has advantage on the check, add 5. For disadvantage, subtract 5." Now for some reason that only counts for the players. So a variant rule for the bodyguard is to up the Passive Perception to 24. I would but, when I did that in the past I have been corrected on that and those who did so were technically right as there are several examples in the Monster Manual. Bugbear Shield Medium humanoid (goblinoid), chaotic evil Armor Class 21 (plate, shield)

21 (plate, shield) Hit Points 90 (12d8 + 36)

90 (12d8 + 36) Speed 25ft. STR DEX CON INT WIS CHA 19 (+4) 12 (+1) 16 (+3) 8 (-1) 12 (+1) 9 (-1) Saving Throws Str +7, Dex +4, Con +6

Str +7, Dex +4, Con +6 Skills Athletics +7

Athletics +7 Senses Darkvision 60 ft., passive Perception 11

Darkvision 60 ft., passive Perception 11 Languages Common, Goblin

Common, Goblin Challenge 5 (1,800 XP) Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). Large Shield. The bugbear carries a giant shield which is accounted for in its AC. Actions Multiattack. The bugbear shield makes two shield attacks. Shield. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 9 (2d4 + 4) bludeoning damage. Shield Charge The bugbear moves up to 25 feet in a straight line and can move through the space of any creature smaller than Large. The first time it enters a creature’s space during this move, it makes a shield attack against that creature. If the attack hits, the target must also succeed on a DC 17 Strength saving throw or be pushed ahead of the bugbear for the rest of this move. If a creature fails the save by 5 or more, it is also knocked prone and takes 7 (1d6 + 4) bludgeoning damage, or 11 (2d6 + 4) bludgeoning damage if it was already prone. The bugbear shield is trained to break the formation of hostile infantry. They are not great in terms of DPR but, they do have a high AC especally for their CR. If you don't know this is somewhat based off of the fire giant dreadnought from Volo's Guid to Monsters. Also, if you don't have spellcasters in your party, fighting a bugbear shield can get tedius. When fighting, the PC's they should have some form of description that should tell the players that they should use spells with INT or CHA saves on the bugbear.

Bugbear Marauder Medium humanoid (goblinoid), chaotic evil Armor Class 16 (breastplate)

16 (breastplate) Hit Points 112 (15d8 + 45)

112 (15d8 + 45) Speed 30ft. STR DEX CON INT WIS CHA 20 (+5) 15 (+2) 17 (+3) 8 (-1) 11 (+0) 9 (-1) Saving Throws Str +10, Dex +7, Con +8

Str +10, Dex +7, Con +8 Skills Athletics +10, Stealth +12

Athletics +10, Stealth +12 Damage Resistances bludgeoning, piercing, and slashing from non-magical attacks

bludgeoning, piercing, and slashing from non-magical attacks Senses Darkvision 60 ft., passive Perception 10

Darkvision 60 ft., passive Perception 10 Languages Common, Goblin

Common, Goblin Challenge 10 (5,900 XP) Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). Relentless (Recharges after a Short or Long Rest). If the bugbear takes damage that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack. Actions Multiattack. The bugbear marauder makes three greataxe attacks. Greataxe. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 18 (2d12 + 5) slashing damage. Javlin. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage in melee or 8 (1d6 + 5) piercing damage at range. The best of the bugbear raiders tap into a primal rage and become marauders. This is somewhat meant to be a simpler ~10th level bugbear barbarian. Relentless is a simpler to use version of relentless endurence. Dex save instead of the danger sense ability. Bugbear Horde Huge swarm of Medium humanoids (goblinoid), chaotic evil Armor Class 16 (breastplate)

16 (breastplate) Hit Points 182 (28d8 + 56)

182 (28d8 + 56) Speed 30ft. STR DEX CON INT WIS CHA 17 (+3) 15 (+2) 14 (+2) 8 (-1) 12 (+1) 9 (-1) Damage Resistances bludgioning, piercing, slashing

bludgioning, piercing, slashing Skills Athletics +8, Stealth +12

Athletics +8, Stealth +12 Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, poisoned, prone, restrained, stunned

charmed, exhaustion, frightened, grappled, paralyzed, poisoned, prone, restrained, stunned Senses Darkvision 60 ft., passive Perception 11

Darkvision 60 ft., passive Perception 11 Languages Common, Goblin

Common, Goblin Challenge 13 (10,000 XP) Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. Swarm. The swarm can enter a hostile creature's space and stop there. It can move through a space as narrow as a medium creature without squeezing. The swarm can't regain hitpoints or gain temporary hitpoints. Actions Multiattack. The bugbear horde makes three greataxe attacks. Greataxe. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 29 (4d12 + 3) slashing damage. A bugbear horde makes up the shock troops of the goblinoid war host. It is a small squad of bugbears whose strength comes from thier ability to crush enemy morale.

Bugbear Predator Medium humanoid (goblinoid), chaotic evil Armor Class 18 (breastplate, shield)

18 (breastplate, shield) Hit Points 120 (16d8 + 48)

120 (16d8 + 48) Speed 30ft. STR DEX CON INT WIS CHA 17 (+3) 17 (+3) 16 (+3) 8 (-1) 14 (+2) 10 (+0) Saving Throws Str +8, Dex +8, Con +8, Int +4, Wis +7, Cha +5

Str +8, Dex +8, Con +8, Int +4, Wis +7, Cha +5 Skills Athletics +8, Stealth +13, Survival +7

Athletics +8, Stealth +13, Survival +7 Senses Darkvision 60 ft., passive Perception 12

Darkvision 60 ft., passive Perception 12 Languages Common, Goblin

Common, Goblin Challenge 13 (10,000 XP) Brute. A melee weapon deals two extra dice of its damage when the bugbear hits with it (included in the attack). Invisibility (Recharge 6) The bugbear magically turns invisible until it attacks, casts a spell, or until its Concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the bugbear wears or carries is invisible with it . Legendary Resistance (3/Day). If the bugbear fails a saving throw, it can choose to succeed instead. Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. Actions Multiattack. The bugbear predator makes two longsword or longbow attacks. Longsword. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 16 (3d8 + 3) slashing damage. Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Legendary Action The bugbear can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The bugbear regains spent legendary actions at the start of its turn. Attack. The bugbear makes a longsword or longbow attack. Long Stride (Cost 2 Actions). If the bubear is not within sight of any creatures it can magically teleport to another space within 120 ft., that is also not within sight of any creatures. Silent Kill (Cost 3 Actions). The bugbear makes a longsword attack. If it hits it is a critical hit and the target must succeed on a DC 16 Consitution saving throw or be stunned until the end of their next turn. A Bugbear Predator's Lair I think of a bugbear predator's lair as anywhere you could expect a horror movie to take place. A ruined castle, haunted mansion or spooky forest. Lair Actions On initiative count 20 (losing initiative ties), the bugbear predator takes a lair action to cause one of the following effects; the bugbear predator can't use the same effect two rounds in a row: The bugbear release a howl and 1d4 dire wolves appear within 60 feet. The dire wolves dissapear when they drop to 0 hit points or 1 minute passes.

The bugbear's fur grows and thickens granting it 10 (3d6) temporary hit points.

Nearby vines lash out at a creature. The target must succeed on a DC 15 Str saving throw or take 7 (3d4) piercing damage and be restrained. The target is no longer restrained at inititive count 20 of the next round. Regional Effects The region containg a bugbear predator's lair is warped by the bugbear predator's magic, which creates one or more of the following effects: Anything is prey to the bugbear predator, and prey is easy to find. Creatures within 6 miles of the bugbear predator's lair have disadvantage on stealth checks. The magic of the bugbear predator warps the land in a 1 mile radius around the lair. Predators (bears, wolves, etc) are supernaturally common and sadistic. Within 6 miles of the bugbear predator's lair, humanoids feel as though they are being watched.

Magic items Because I don't know the rarity of magic in your setting I don't inlude any attunement based magic items in these stat blocks. That being said for the highest CR monsters in here, I did include some non-attunement based items. What is presented in here is what I would include for what I think of as a "low-magic" setting. If there is intrest I might make a table of magic items for medium and high magic settings. Hobgoblin Banner Huge swarm of medium humanoids (goblinoid), lawful evil Armor Class 18 (chain mail, shield)

18 (chain mail, shield) Hit Points 130 (20d8 + 40)

130 (20d8 + 40) Speed 30ft. STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 9 (-1) Damage Resistances bludgeoning, piercing, slashing

bludgeoning, piercing, slashing Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, poisoned, prone, restrained, stunned

charmed, exhaustion, frightened, grappled, paralyzed, poisoned, prone, restrained, stunned Senses Darkvision 60 ft., passive Perception 10

Darkvision 60 ft., passive Perception 10 Languages Common, Goblin

Common, Goblin Challenge 11 (7,200 XP) Swarm. The swarm can enter a hostile creature's space and stop there. It can move through a space as narrow as a medium creature without squeezing. The swarm can't regain hitpoints or gain temporary hit points. Actions Multiattack. The hobgoblin banner makes three longsword or longbow attacks. Longsword. Melee Weapon Attack: +6 to hit, reach 5ft. Hit: 20 (4d8 + 2) slashing damage, or 11 (2d8 + 2) slashing damage if the swarm has half its hit points or fewer. Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 19 (4d8 + 1) piercing damage or 10 (2d8 + 1) piercing damage if the swarm has half its hit points or fewer. Now I think after the last three sets of swarms the idea behind this is self-explanatory. The main question I can think of (as otherwise this follows the template for swarms), is where is the martial advantage? I just added it to the damage of the swarm itself since it is multiple hobgoblins. So this is a squad of 10 or so hobgoblins.

Hobgoblin Inquisitor Medium humanoid (goblinoid), lawful evil Armor Class 19

19 Hit Points 135 (18d8+ 54)

135 (18d8+ 54) Speed 50ft. STR DEX CON INT WIS CHA 17 (+3) 21 (+5) 16 (+3) 16 (+3) 18 (+4) 13 (+1) Saving Throws Str +8, Dex +10, Con + 8, Int +8, Wis +9, Cha +6

Str +8, Dex +10, Con + 8, Int +8, Wis +9, Cha +6 Skills Acrobatics +10, Athletics +8, Insight +9, Perception +9, Stealth +15

Acrobatics +10, Athletics +8, Insight +9, Perception +9, Stealth +15 Damage Immunities poison

poison Condition Immunities charmed, frightened, poisoned

charmed, frightened, poisoned Senses darkvision 120 ft., passive Perception 19

darkvision 120 ft., passive Perception 19 Languages Common, Goblin

Common, Goblin Challenge 15 (13,000 XP) Avoidence. If the hobgoblin is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Innate Spellcasting. The Hobgoblin Inqusitor's spellcasting ability is Wisdom (spell save DC 17). It can innately cast the following spells, requiring no material components: At will: alter self, darkness, darkvision, invisibility, misty step, pass without trace 1/day each: mirror image, mislead, nystul's magic aura Legendary Resistance (3/Day). If the hobgolin fails a saving throw, it can choose to succeed instead. Magic Resistance. The hobgolin has advantage on saving throws against spells and other magical effects. Magic Weapons. The hobgolin's weapon attacks are magical. Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgolin that isn't incapacitated. Unarmored Defense. While the hobgoblin is wearing no armor and weilding no shield, its AC includes its Wisdom modifier. Actions Multiattack. The hobgolin uses its sunning strike if has it. It then makes 5 unarmed strikes Stunning Strike (Recharge 5-6). Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage, the target must succeed on a DC 17 Constitution saving throw or be stunned until the end of the hobgolin's next turn. Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage. Legendary Action The hobgoblin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The hobgolin regains spent legendary actions at the start of its turn. Move. The hobgoblin moves up to its speed without provoking opportunity attacks. Invisibility. The hobgoblin casts invisibility on itself. Stunning Strike (Cost 2 Actions). The hobgoblin recharges the use of its Stunning Strike and makes a Stunning Strike attack. A Hobgoblin Inquisitor's Lair I am thinking of the inquisitor is the head of the hobgolin iron shadows. As such, the lair would be the headquarters of the secret police. Lair Actions On initiative count 20 (losing initiative ties), the hobgoblin inquisitor takes a lair action to cause one of the following effects; the hobgoblin inquisitor can't use the same effect two rounds in a row: One creature of the hobgoblins choice must succeed on a DC 17 Strength saving throw or be pulled into an adjacent room and be knocked prone.

All creatures that can see the hobgoblin must succeed on a DC 17 Wisdom saving throw or be frightened of the hobgoblin. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

The hobgoblin gets a greater sense of the hostile creatures pressure points. The hobgoblins Stunning Strike becomes Recharge 3-6. Regional Effects The region containg a hobgoblin inquisitor's lair is warped by the hobgoblin inquisitor's magic, which creates one or more of the following effects: Within 1 mile of the lair, all hobgoblin iron shadows add 5 to thier stealth and deception ability checks. Before looking at the headquarters of the hobgoblin inquisitor for the first time, a creature must succeed on a DC 17 Wisdom (perseption) check. Within 6 miles of the lair, the inqusitor knows the location of any creature that casts glibbness, nystul's magic aura, or pass without trace.

Hobgoblin Sovereign Medium humanoid (goblinoid), lawful evil Armor Class 23 (+1 plate. +2 shield)

23 (+1 plate. +2 shield) Hit Points 171 (18d8 + 90)

171 (18d8 + 90) Speed 30 ft. STR DEX CON INT WIS CHA 20 (+5) 15 (+3) 20 (+5) 15 (+2) 14 (+2) 17 (+3) Saving Throws Str +10, Int +7, Wis +7, Cha +8

Str +10, Int +7, Wis +7, Cha +8 Skills Athletics +10, Intimidation +8

Athletics +10, Intimidation +8 Senses darkvision 60 ft., passive Perception 12

darkvision 60 ft., passive Perception 12 Languages Common, Goblin

Common, Goblin Challenge 16 (15,000 XP) Legendary Resistance (3/Day). If the hobgolin fails a saving throw, it can choose to succeed instead. Magic Resistance. The hobgoblin has advantage on saving throws against spells and other magical effects. Magic Weapons. The hobgoblin's weapon attacks are +1 magical weapons (included in the attack). Martial Advantage. Once per turn, the hobgoblin can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgblin that isn't incapacitated. Actions Multiattack. The hobgoblin sovereign makes four longsword or longbow attacks. Longsword. Melee Weapon Attack: +11 to hit, reach 5ft. Hit: 10 (1d8 + 6) slashing damage. Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Shield Bash. Melee Weapon Attack: +11 to hit, reach 5ft. Hit: 9 (1d4 + 7) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 18 Strength saving throw or be knocked prone. Reactions Deflect. The hobgoblin adds 5 to its AC against one weapon attack that would hit it. To do so the hobgoblin must see the attacker and be wielding a melee weapon or shield. Legendary Action The hobgoblin sovereign can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The hobgoblin sovereign regains spent legendary actions at the start of its turn. Leadership. All goblinoids that can hear the hobgoblin can add 1d4 to their next saving throw made in the next minute. Attack. The hobgoblin makes a shield bash attack. Defense. All goblinoids that can hear the hobgoblin can add 1 to their AC until the end of the hobgoblins next turn. A Hobgoblin Sovereign's Lair The sovereigns lair is the center of the goblinoid empire, some sort of castle or war camp. Lair Actions On initiative count 20 (losing initiative ties), the hobgoblin sovereign takes a lair action to cause one of the following effects; the hobgoblin sovereign can't use the same effect two rounds in a row: The hobgoblin sovereign lets out a call and 5 (1d10) hobgoblins appear at the enterance to the room.

All hobgoblins that can hear the sovereign get 3 (1d6) added to their Martial Advantage trait.

All goblinoids get advantage on saving throws while they can see the hobgoblin sovereign. Regional Effects The region containg a hobgoblin sovereign's lair is warped by the hobgoblin sovereign's magic, which creates one or more of the following effects: Within 1 mile of the hobgoblin sovereign's lair, hobgoblins have advantage on saving throws that involve them being frightened.

Forts and wood walls within 6 miles of the sovereign's lair do not catch fire do to non-magical fire or spells of 5th level or lower.

Hobgoblins cannot be surprised within 1 mile of the sovereign's lair.