Goblins of Blacksmoke Mountain The goblins of Blacksmoke Mountain are not like other goblins. When other goblins fight wielding scimitars and shortbows the goblins of Blacksmoke Mountain go to war in plate carrying pikes and flint-lock muskets. Where other goblins raid villages in small bands the goblins of Blacksmoke mountain send armies forth by zeppelin which lay waste to kingdoms and take entire populations prisoner. Other goblins have hundreds of chieftains who constantly squabble for power – the goblins of Blacksmoke mountain all are united serving the king beneath the mountain. Blacksmoke Goblin The armies of the king beneath the mountain are sent out by zeppelin to wage war on the civilized kingdoms. The foot-soldiers in these armies are slightly better outfitted and armed than your typical goblin - wearing brigandine of wolf-leather and steel they wield dangerous ranged weapons which belch forth metal in clouds of smoke. Blackpowder weapons. The ranged weapons carried by these soldiers are incredibly inaccurate, but when they find their mark, they seem able to cut through most any armour. While the soliders of Blacksmoke also carry shields and scimitars, when they march into battle they are typically carrying their muskets with both hands. Blacksmoke Goblin Small humanoid (goblinoid), neutral evil Armor Class 14 (studded leather armour), 16 (studded leather armour, shield)

14 (studded leather armour), 16 (studded leather armour, shield) Hit Points 7 (2d6)

7 (2d6) Speed 30 ft. STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 8 (-1) Skills stealth +6

stealth +6 Senses darkvision 60 ft., passsive Perception 9

darkvision 60 ft., passsive Perception 9 Languages Common, Goblin

Common, Goblin Challenge 1/4 (50 XP) Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. Actions Scimitar Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) Flintlock musket Ranged Weapon Attack: +4 (+ or - d10) to hit, range 60/600 5ft., one target. Hit 7 (1d10 + 2) force damage. When rolling to hit with a flintlock rifle roll an additional blackpowder d10. Add the d10 roll if it is even, subtract it if it is odd.

Goblin Shadowback The soldiers which display the greatest stealth and initiative are inducted into the Shadowback corps. There they receive training on how to strike enemies from hiding so as to cause the greatest harm, and are taught the secrets involved in the creation and applications of poisons. It is by the daggers and poisons and ears of his shadowback agents that the king under the mountain keeps absolute control of his goblin kingdom. Goblin Shadowback Small humanoid (goblinoid), neutral evil Armor Class 16 (breast-plate)

16 (breast-plate) Hit Points 10 (3d6)

10 (3d6) Speed 30 ft. STR DEX CON INT WIS CHA 10 (0) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 10 (0) Skills stealth +6

stealth +6 Senses darkvision 60 ft., passsive Perception 9

darkvision 60 ft., passsive Perception 9 Languages Common, Goblin

Common, Goblin Challenge 1/2 (100 XP) Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. Sneak Attack. Once per turn, the goblin deals an extra 3 (1d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the goblin that isn't incapacitated and the goblin doesn't have disadvantage on the roll. Poisoned Weapons. If the goblin hits a creature with a weapon attack, the target must succeed on a DC 10 Constitution saving throw or take 1d4 poison damage Ambusher. When you are hidden from a crealure and miss it with a ranged weapon attack, making the attack doesn't reveal your posilion. Actions Multiattack The goblin makes two attacks: a melee attack with its scimitar and an attack with a dagger, or two attacks with daggers. Or the goblin makes one attack with its light crossbow. Attacks with daggers can be melee or ranged. Scimitar Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2). Light Crossbow Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit 6 (1d8 + 2) piercing damage. Dagger Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 5ft., one target. Hit 4 (1d4 + 2) piercing damage.

Goblin Wolfheart Mounted on wolves and worgs the cavalry of the king under the mountain reave and pillage across the countryside. Many goblins dream of joining the Wolfheart cavalry and leaving the toil of the Acrehigh mines. Most who try are instead eaten by the mounts they would tame. Goblin Wolfheart Small humanoid (goblinoid), neutral evil Armor Class 19 (half-plate, shield)

19 (half-plate, shield) Hit Points 10 (3d6)

10 (3d6) Speed 30 ft. STR DEX CON INT WIS CHA 10 (0) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 10 (0) Skills stealth +6, handle animal +4

stealth +6, handle animal +4 Senses darkvision 60 ft., passsive Perception 9

darkvision 60 ft., passsive Perception 9 Languages Common, Goblin

Common, Goblin Challenge 1/2 (100 XP) Lancer Melee weapon attacks the goblin makes while mounted on a wolf, dire wolf, winter wolf or worg are rolled with advantage. Nimble Rider. The goblin can take a mounted Disengage as a bonus action on each of its turns, allowing both himself and his mount immunity from opportunity attacks. Reactions Canny Rider If the goblin is mounted on a wolf, dire wolf, winter wolf or worg and an attack has been rolled against the goblin or his mount, you may choose whether the goblin or his mount is actually targetted. This may cause an attack that would hit to miss. Actions Lance Melee Weapon Attack: +2 to hit, reach 10ft., one target. Hit 6 (1d12). The goblin has disadvantage when he uses the lance to attack a target within 5 feet. Shortbow Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit 5 (1d6 + 2) piercing damage. Goblin Ironarm The Ironarms are the troops which march at the front of the armies of the Forged King. It is they who are first to close with the enemy, and it is they who must stand fast against the assaults of ogres, trolls, orcs or even more frightening enemies. Goblin Ironarm Small humanoid (goblinoid), neutral evil Armor Class 19 (half-plate, shield)

19 (half-plate, shield) Hit Points 10 (3d6)

10 (3d6) Speed 30 ft. STR DEX CON INT WIS CHA 10 (0) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 10 (0) Skills stealth +6

stealth +6 Senses darkvision 60 ft., passsive Perception 9

darkvision 60 ft., passsive Perception 9 Languages Common, Goblin

Common, Goblin Challenge 1/2 (100 XP) Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. Reactions Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. Actions Multiattack The goblin makes a scimitar attack and a shield bash attack Scimitar Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) Shield Bash Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 2 (1d4). Target if hit must succeed on a DC 10 Strength Save or be knocked back 5 feet.

Goblin Steeltooth Where the ironarms go, the steelteeth can be found marching alongside them. The enemies of the Forged King flee before the serried ranks of their pikes, or are impaled upon them and trod underfoot. Goblin Steeltooth Small humanoid (goblinoid), neutral evil Armor Class 17 (half-plate)

17 (half-plate) Hit Points 10 (3d6)

10 (3d6) Speed 30 ft. STR DEX CON INT WIS CHA 10 (0) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 10 (0) Skills stealth +6

stealth +6 Senses darkvision 60 ft., passsive Perception 9

darkvision 60 ft., passsive Perception 9 Languages Common, Goblin

Common, Goblin Challenge 1/2 (100 XP) Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. Pikebearer. While you are wielding a pike other creatures provoke an opportunity attack from you when they enter your reach.

When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.

When a creature within 5 feet of you makes an attack against a target you can use your reaction to make a melee weapon attack against the attacking creature. Actions Pike Melee Weapon Attack: +2 to hit, reach 10ft., one target. Hit 5 (1d10) Goblin Fire-eye The Steelteeth the Ironarms and the Fire-Eyes together compose the elite armies of the Forged King. The Highacre goblins are no mightier than other goblins, but it is the guns of the Fire-eyes, defended by the pikes and shields of the ironarms and steelteeth which allow the Highacre goblins to overcome much stronger foes. Goblin Fire-Eye Small humanoid (goblinoid), neutral evil Armor Class 16 (breast-plate)

16 (breast-plate) Hit Points 10 (3d6)

10 (3d6) Speed 30 ft. STR DEX CON INT WIS CHA 10 (0) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 10 (0) Skills stealth +6

stealth +6 Senses darkvision 60 ft., passsive Perception 9

darkvision 60 ft., passsive Perception 9 Languages Common, Goblin

Common, Goblin Challenge 1/2 (100 XP) Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. Dead-eye Shot. The goblin's ranged weapon attacks ignore half cover and three-quarlers cover. Actions Scimitar Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) Flintlock musket Ranged Weapon Attack: +4 (+ or - d10) to hit, range 60/600 5ft., one target. Hit 7 (1d10 + 2) force damage. When rolling to hit with a flintlock rifle roll an additional blackpowder d10. Add the d10 roll if it is even, subtract it if it is odd. Steady aim a fire-eye goblin may spend his turn steadying his rifle to shoot at a chosen target. If the goblin makes a flintlock musket attack on his next turn without moving the blackpowder d10 may be rolled with advantage.

The skyfeet crew the zeppelins of the Forged King. They are sailors of the sky, and are the most likely of all Acrehigh goblins to be found in the cities of the world. In many cities of cities of the known world the skyfeet can be found bartering in markets trading strange goods, or even playing games of chance in taverns when they're tolerated. Where they go, the Acrehigh war fleets and the armies of the Forged King often follow Pistol Fighters. Each skyfoot goblin carries a number of flintlock pistols. While these pistols are loaded the skyfeet are deadly in combat; shooting enemies and dropping pistols from either hand, even in melee. Once these pistols are emptied however, the Skyfeet are much less dangerous - they must reload before shooting and are not able to put forth nearly the same volume of fire. Skills of the trade. The skyfeet more than any other goblins from Highacre learn different skills as they sail the skies and travel the world. A given skyfoot will typically have proficiency in at least one of the followings skills: athletics

persuasion

investigation

deception

insight

nature

Navigator's Tools

Gaming : playing cards

Gaming : three dragon ante

Gaming : dice Small humanoid (goblinoid), neutral evil Armor Class 16 (breastplate)

16 (breastplate) Hit Points 10 (3d6)

10 (3d6) Speed 30 ft. STR DEX CON INT WIS CHA 10 (0) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 10 (0) Skills stealth +6, some other Skyfoot skill (see above)

stealth +6, some other Skyfoot skill (see above) Senses darkvision 60 ft., passsive Perception 9

darkvision 60 ft., passsive Perception 9 Languages Common, Goblin

Common, Goblin Challenge 1/2 (100 XP) Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. Pistol Bracer. A skyfoot goblin will be carrying 1d4 loaded pistols. Gunslinger. A skyfoot goblin can use a bonus action to sheath or draw up to two pistols. Being within 5 feet of an armed opponent does not impose disadvantage on your ranged attack rolls with loaded flintlock pistols. Actions Multiattack The goblin makes two attacks : two attacks with a scimitar, two attacks with loaded pistols, or an attack with a loaded pistol and a scimitar. Or the goblin can make one net attack or one attack with an unloaded pistol Cutlass Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) Flintlock pistol Ranged Weapon Attack: +4 (+ or - d10) to hit, range 30/160 5ft., one target. Hit 6 (1d8 + 2) force damage. When rolling to hit with a flintlock pistol roll an additional blackpowder d10. Add the d10 roll if it is positive, subtract it if it is negative. When rolling against an opponent within 5 ft. the blackpowder die can be rolled with advantage. Net a creature hit by a net is restrained until it is freed. It can free itself by taking an action to make a DC 10 Strength check, Dealing 5 slashing damage to the net (AC 10) also will work.