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Goblins

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)
Senses darkvision 60 ft., passive Perception 9
Languages Common, Goblin
Challenge 1/4 (50 XP)
Skills Stealth +6
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
80ft/320 ft.
Hit: 5 (1d6 + 2) piercing damage.
WINGED KOBOLD
Small humanoid (kobold), lawful evil
Armor Class 13
Hit Points 7 (3d6 - 3)
Speed 30 ft ., fly 30 ft.
STR 7 (- 2). DEX 16 (+3). CON 9 (-1). INT 8 (- 1).
WIS 7 (- 2). CHA 8 (- 1).
Senses darkvision 60ft., pass ive Perception 8
Languages Common, Draconic
Challenge 1/4 (50 XP)
Sunlight Sensitivity. While in sunlight, the kobold has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.

Goblin Referee
Small humanoid, neutral evil
Armor Class 12 (natural armor)
Hit Points 26 (4d8 + 8). Speed 10ft.
STR 15 (+2). DEX 8 (-1). CON 14 (+2). INT 5 (-3)
WIS 10 (+0). CHA 3 (-4).
Skills Stealth + 1
Condition Immunities blinded, deafened.
Senses blindsight 60ft. (blind beyond this radius),
passive Perception 10
Challenge 1/2 (100 XP)
False Appearance. While the blight remains motionless ,
it is unable to be viewed as a threat.
ACTIONS
Constrict. Melee Weapon Attack: +4 to hit, reach 10ft.,
one target. Hit: 9 (2d6 + 2) bludgeoning damage, and a
Large or smaller target is grappled (escape DC 12) .
Until this grapple ends, the target is restrained, and the
blight can't constrict another target.
Goblin Sticky Enchantment (Recharge 5-6). Grasping
roots and vines sprout in a 15-foot radius centered on
the blight, withering away after 1 minute. For the
duration, that area is difficult terrain for non goblin
creatures. In addition, each creature of the blight 's
choice in that area when the plants appear must succeed
on a DC 12 Strength saving throw or become
restrained . A creature can use its action to make a DC
12 Strength check, freeing it self or another entangled
creature within reach on a success.

Goblin Bruisers
Medium humanoid, neutral evil
Armor Class 12
Hit Points 19 (3d8 + 6)
Pack Tactics. The kobold has advantage on an attack roll Speed 30ft., climb 30ft.
against a creature if at least one of the kobold's allies is STR 16 (+3). DEX 14 (+2). CON 14 (+2). INT
within 5 feet of the creature and the ally isn't
6 (-2). WIS 12 (+1). CHA 7 (-2).
incapacitated.
Skills Athletics +5, Perception +3
Senses passive Perception 13
ACTIONS
Challenge 1/2 (100 XP)
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target.
ACTIONS
Hit: 5 (1d4 + 3) piercing damage.
Multiattack. The bruiser makes two fist attacks.
Dropped Rock. Ranged Weapon Attack: +5 to hit,
one target directly below the kobold. Hit: 6 (1d6 + 3)
bludgeoning damage.

Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 6 (1d6 + 3) bludgeoning damage.
Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft.,
one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Hobgoblin
Medium humanoid (goblinoid), lawful evil
Armor Class 18 (chain mail, shield)
Hit Points 11 (2d8 + 2)
Speed 30ft.
STR 13 (+1). DEX 12 (+1). CON 12 (+1). INT
10 (+0) WIS. 10 (+0). CHA 9 (-1)
Senses darkvision 60ft., passive Perception 10
Languages Common, Goblin
Challenge 1/2 (100 XP)

HOBGOBLIN CAPTAIN
Medium humanoid (goblinoid), lawful evil
Armor Class 17 (half plate)
Hit Points 39 (6d8 + 12)
Speed 30ft.
STR 15 (+2). DEX 14 (+2). CON 14 (+2). INT
12 (+1). WIS 10 (+0). CHA 13 (+1).
Senses darkvision 60ft., passive Perception 10
Languages Common, Goblin
Challenge 3 (700 XP)

Martial Advantage. Once per turn, the hobgobl in can


deal an extra 7 (2d6) damage to a creatu re it hits with a
weapon attack if that creature is within 5 feet of an ally
of the hobgoblin that isn't incapacitated.

Martial Advantage. Once per turn , the hobgo blin can


deal an extra 10 (3d6) damage to a creature it hits with a
weapon attack if that creature is with in 5 feet of an ally
of the hobgoblin that isn't incapacitated.

ACTIONS
ACTIONS
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., Multiattack. The hobgoblin makes two greatsword
one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 attacks.
+ 1) slashing damage if used with two hands.
Greatsword. Melee Weapon Attack: +4 to hit, reach 5
Longbow. Ranged Weapon Attack: +3 to hit, range
ft ., one target. Hit: 9 (2d6 + 2) piercing damage.
150/600 ft., one target. Hit: 5 (1d8 + 1) piercing 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.
DIRE WOLF
Large beast, unaligned
Armor Class 14 (natural armor)
Hit Points 37 (Sd10 + 10)
Speed 50 ft.
STR 17 (+3). DEX 15 (+2). CON 15 (+2). INT 3 (-4).
WIS 12 (+1). CHA 7 (-2).
Skills Perception +3, Stealth +4
Senses passive Perception 13 Challenge 1 (200 XP)
Keen Hearing and Smell. Advantage on Wisdom
(Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll
against a creature if at least one of the wolf's allies is
within 5 feet of the creature and the ally isn't
incapacitated.

Leadership (Recharges after a Short or Long Rest). For


1 minute, the hobgoblin in can utter a special command
or warning whenever a non-hostile creature that it can
see within 30 feet
of it makes an attack roll or a saving throw. The creature
can add a d4 to its roll provided it can hear and
understand the hobgoblin. A creature can benefit from
only one Leadership die at a time. This effect ends if the
hobgoblin is incapacitated.

HYENA
Medium beast, unaligned
Armor Class 11.
Hit Points 5 (1d8 + 1).
Speed 50 ft.
ACTIONS
STR 11 (+0). DEX 13 (+1). CON 12 (+1). INT 2 (-4).
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft. , one WIS 12 (+1). CHA 5 (-3). Challenge 0 (10 XP)
target. Hit: 10 (2d6 + 3) piercing damage. If the target is Skills Perception +3. Senses passive Perception 13.
a creature, it must succeed on a DC 13 Strength saving Pack Tactics. The hyena has advantage on an attack roll
throw or be knocked prone.
against a creature if at least one of the hyena's allies is
within 5 feet of the creature and the ally isn't
incapacitated.
ACTIONS
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 3 (1d6) piercing damage.

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