A Goblinoid Bestiary

This document presents new monsters for players in your campaigns to encounter, supplementing those found in the Monster Manual. These monsters are rely heavily on Recharge-based martial mechanics, and are designed so that they can be used in any campaign or campaign setting.

Monsters and NPCs by Challenge Rating

Monster Challenge Goblin Armiger 1 Goblin Gutternsipe 1 Bugbear Footpad 3 Hobgoblin Charioteer 4

Goblinoids

Goblin Armiger

Goblin Armigers are elite goblin warriors who wear armor stuffed with alchemist's fire. When wounded in battle they detonate these vests, igniting themselves and those around them, and gleefully fight to the death. Hobgoblins make extensive use of Goblin Armigers, especially amongst their cavalry units.

Goblin Guttersnipe

Guttersnipes are the ranged combat specialists among goblin warrens. Though their bows don't have the range, or the power, of the longbows and crossbows of larger races Guttersnipes attempt to make up for that with sheer weight of fire and the toxic filth they tend to tip their arrows with. To be a guttersnipe is a prized position for a goblin, and the most successful warrens and armies field entire units of guttersnipes against their foes.

Hobgoblin Charioteers

Hobgoblin Charioteers are specialist soldiers in Hobgoblin armies and mercenary units. While most fight from the backs of chariots, they are tasked to other land vehicles and can be found protecting wagons, landships, and carriages when they must. In battle the Charioteers chain themselves to their vehicles to avoid being dismounted by their foes.

Bugbear Footpads aren't true Chieftains, but best compared to the human conception of a sergeant. They lead small bands of other bugbears on raids into hostile territory, or in proper combat when a tribe is at war. They're formidable fighters, and make other bugbears far more lethal threats.

Credit: Raymond Swanland

Goblin Armiger Small humanoid (goblinoid), neutral evil Armor Class 15 (Shield)

15 (Shield) Hit Points 14 (2d6)

14 (2d6) Speed 30ft. STR DEX CON INT WIS CHA 8 (-1) 16 (+3) 11 (+0) 10 (+0) 12 (+1) 8 (-1) Skills Acrobatics +5, Stealth +7

Acrobatics +5, Stealth +7 Senses darkvision 60 ft., passive Perception 9

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

Common, Goblin Challenge 1 (200 XP) Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns Watch This. The goblin has advantage on Acrobatics rolls, may make Acrobatics rolls instead of Athletics rolls when jumping and climbing, and uses Dexterity to determine jump distance Actions Scimitar. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d6 + 3) slashing damage

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit 5 (1d6+2) piercing damage.