Goblin

**Goblins (pop. 16,350)**

Common goblins (*Goblinus goblinus*) are a numerous race in Karameikos. Their presence in the region can be traced back to the humanoid invasions that befell Traladara after the Battle of Sardal Pass (BC 492). The goblins dominate most of the central Dymrak Forest west of the Rugalov River, where more than eight thousand of them are found. Dymrak goblins are split among the larger tribes of Karameikos– like the Dread Horde (which also includes a number of hobgoblins), the Red Blade, and the Vipers – some of which are in league with Argosyl. Many goblins also live in the Altan Tepes mountains and in the forested hill country east of the Hillfollow River, their clans often under the control of hobgoblin or orc tribes – with the notable exception of the Yellow Fang tribe. A number of other dangerous goblin tribes are found in the Wufwolde region between the Windrush and Hillfollow Rivers, followed by the mountain clans who live north of Threshold and Verge, in the Black Peaks Mountains. Lastly, some smaller goblin clans live in the southern area of the Black Eagle Barony, where they lend their services as mercenaries to the Black Eagle Baron.

## Dymrak Goblins

sadsa

> **Shortsword**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
>
>

> **Spear**. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 4 (1d6 + 2) piercing damage, or 5 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
>
>

wolves

## Red-Blade Clan

asd

> **Shortsword**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
>
>

> **Sling**. Ranged Weapon Attack: +4 to hit, range 30/120 ft. , one
> target. Hit: 4 (1d4 + 2) bludgeoning damage.
>
>

giant shrew

## Viper Clan

das

> **Warhammer**. Melee Weapon Attack: +5 to hit, reach 5 ft ., one target. Hit: 7 (1d8 + 2) bludgeoning damage, or 8 (1d10 +2) bludgeoning damage if used with two hands to make a melee attack.
>
>

> **Dagger**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
>
>

vipers

## Wolfskull Clan

l;jjj

> **Battleaxe**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 2) slashing damage, or 14 (1d10 + 2) slashing damage if used with two hands.
>
>

> **Spear**. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 4 (1d6 + 2) piercing damage, or 5 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
>
>

wolf

## Yellow-Fang Clan

das

> **Scimitar**. Melee Weapon Attack: +4 to hit, reach 5 ft., one
> target. Hit: 5 (1d6 + 2) slashing damage.
>
>

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

rock baboon

### Goblin Warrior

Small Humanoid (Goblin), chaotic

Armor Class 12

Hit Points 5 (2d6 - 2)

Speed 30 ft.

STR 7 (-2) DEX 15 (+2) CON 9 (- 1) INT 8 (- 1) WIS 7 (- 2) CHA 8 (-1)

Skills Stealth +6

Senses darkvision 60ft., passive Perception 8

Languages Goblin

Challenge 1/8 (25 XP)

Nimble Escape. The goblin can take the Disengage or Hide
action as a bonus action on each of its turns.

#### ACTIONS

##### Yellow-fang

Goblin Bodyguard

Small humanoid (goblinoid), neutral evil
Armor Class 15 (leather armor, shield)
Hit Points 7 (2d6)
Speed 30ft.
STR 8 (- 1) DEX 14 (+2) CON 10 (+0) INT 10 (+0) WIS 8 (- 1) CHA 8 (-1)
Skills Stealth +6

Senses darkvision GO ft., passive Perception 9
Languages 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 5 ft., one
target. Hit: 5 (1d6 + 2) slashing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80f320 ft.,
Hit: 5 (1d6 + 2) piercing damage.

Goblin King
Small humanoid (goblinoid), neutral evil
Armor Class 17 (chain shirt, shield)
Hit Points 21 (6d6)
Speed 30ft.
STR
10 (+0)
DEX
14 (+2)
Skills Stealth +6
CON
10 (+0)
INT
10 (+0)
WIS
8 (-1)
Senses darkvision 60ft., passive Perception 9
Languages Common, Goblin
Challenge 1 (200 XP)
CHA
10 (+0)
Nimble Escape. The goblin can take the Disengage or Hide
action as a bonus action on each of its turns.
ACTIONS
Multiattack. The goblin makes two attacks with its scimitar.
The second attack has disadvantage.
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) slashing damage.
javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
REACTIONS
Redirect Attack. When a creature the goblin can see targets
it with an attack, the goblin chooses another goblin within 5
feet of it. The two goblins swap places, and the chosen goblin
becomes the target instead.

1. ↑ Based on the Kobold, *Monster* *Manual* pg 195
2. ↑ Based on the standard Goblin, *Monster Manual* pg. 166
3. ↑ Based on the standard Goblin Boss, *Monster Manual* pg. 166