A Grab Bag of Goblins! - Variants on goblins for your DMing Needs.

This homebrew is focused on spicing up combat against goblins. It contains changes to the original goblin and plenty of variants to allow you to make combat with our favorite green friends more exciting. The focus is on adding interesting abilities that require little bookeeping for you, the DM.

Goblin Small humanoid (goblinoid), neutral evil Armor Class 15 (Leather armor, shield)

15 (Leather armor, 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., passive Perception 9

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

Common, Goblin Challenge 1/4 (50 xp)

Skirmishing. If the goblin moves more than 15 ft. on its turn it deals an addition 1d6 damage on ranged weapon attacks.

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) slashing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit 5 (1d6 + 2) piercing damage.

Reactions

Goblin Tactics. When missed by a melee weapon attack, the goblin can use their reaction to move 5 ft.

Much inspired by 4e, Goblin Tactics and Skirmishing are the two abilities added to the default goblin. They are there to emphasize goblins as mobile creatures who are able to move in and out of combat and use skirmish tactics to their advantage. I have not increased the challange rating because I do not believe that the additions will make the goblin sufficiently more difficult to justify moving it up to 1/2, but it is a possibility.

Goblin Archer Small humanoid (goblinoid), neutral evil Armor Class 13 (Leather armor)

13 (Leather armor) Hit Points 7(2 d6)

7(2 d6) 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., passive Perception 9

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

Common, Goblin Challenge 1/4 (50 xp)

Sniper. If the goblin archer has an ally within 5 ft. of its target it deals an additional 1d6 damage on ranged weapon attacks against that target.

Nimble Escape. The goblin archer 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) slashing damage. Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit 7 (1d8 + 2) piercing damage.

Reactions Goblin Tactics. When missed by a melee weapon attack, the goblin sniper can use their reaction to move 5 ft.

The goblin archer has fewer hitpoints and a lower armor class than its standard goblin brother, but it makes up for this with a superior weapon and the sniper ability to deal extra damage. This enemy is intended to be used in the back of goblin formations to fire at enemies while the front line skirmishers hold off the enemies.