Better Goblins [Printable A4]

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BETTER GOBLINS Some rules reminders

This document refrences a few rules from the


Goblins are fun! But these green boys lose their charm by the
Player’s Handbook. Here are some reminders
tenth encounter. We get it: hit and run, duck and hide; yawn!
so you don’t have to switch back-and-forth.
So this document is my attempt to spice ‘em up, but keep
Disengage. If you take the Disengage action,
them in the newbie-friendly encounter zone. These goblins
your move-ment doesn’t provoke opportunity
will rain down a hail of arrows upon you, fire eyebeams of
attacks for the rest of the turn.
concentrated force right through your favourite NPCs, and
Hide. When you take the Hide action, you
surprise you in twenty different ways, with twenty defferent
make a Dexterity (Stealth) check in an attempt to
varients.
hide.
Unseen Attackers. When a creature can’t see
ALTERNATE STAT BLOCK you, you have advantage on attack rolls against it.
The goblin’s base stats are remaining largely the same, with When you make an attack, you give away your
the following two exceptions: location whether the attack hits or misses.
Half Cover. A target with half cover has a +2
Š Their hit points increase to 10 (originally 7).
bonus to AC and Dexterity saving throws.
Š Their speed increases to 40ft (originally 30ft).
Three-Quarters Cover. A target with three-
Goblins traditionally use a kind of hit-and-run warfare via quarters cover has a +5 bonus to AC and
their Nimble Escape ability, striking at the party’s heels and Dexterity saving throws.
diving into bushes. Total Cover. A target with total cover can’t be
targeted directly by an attack or a spell.
Nimble Escape. The goblin can take the
Disengage or Hide action as a bonus action on
each of its turns.

These goblins shouldn’t just be nimble though; they should


be cunning too! So to illustrate the way goblins can adapt to
any habitat, their knobbly skin shifting in colour to match
their environment, we’re giving goblins the passive Natural
Camouflage trait.
Natural Camouflage. A goblin obscured by
regular half cover is considered to have three-
quarters cover, and a goblin obscured by regular
three-quarters cover is considered to have total
cover.

The original goblin stat block gives them both a melee


scimitar and a ranged shortbow, but I prefer goblins be
specialists in their weaponry. So the twenty goblin variants
listed here either a dedicated scimitar wielder or a dedicated
shortbow wielder, not both.
Š Goblins use a melee weapon with this sword symbol:
Š Goblins use a ranged weapon with this arrow
symbol:Â

Goblins use either a scimitar or a shortbow:


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

heyitsmattyp.com 2
MODULAR TRAITS Flippy Goblin
Goblinç
Below are additional traits you can use to modify your
goblins. Each goblin should only have one additional trait, A goblin confidently backflips out of the
as multiple traits would make them too powerful. Here’s the tree where they were hiding and lands

thing, though: there are two different kinds here. Goblin traits in front of you, grinning. They bow,
1-10 are mundane, regular gobbos using martial skills, and waiting for applause before brandishing a

traits 11-20 are psionic in nature, using special mind powers scimitar at you.

to do heaps of wacky stuff.


Š A goblin is psionic with this filled-in star symbol:∂ The Flippy Goblin’s long jump is 25 feet and their high jump
Š A goblin is mundane with this blank star symbol:ç is 10 feet. The goblin gains this reaction
reaction.

Leap Away! When a creature makes an attack


Read this super important bit! against the goblin and misses, the goblin may
When the traits refer to granting cover, Natural use their reaction to jump twenty feet away in
Camouflage has already been factored in. So if a a straight line without provoking opportunity
trait says it provides half cover, it provides half attacks.
cover; no conversion required.
Charred GoblinÂ
Goblin Âç
I would generally recommend planning these encounters
ahead of time, but if you’re feeling spicy and want to roll on
a random table, use the Better Goblins Table below. For a You can smell the acrid scent of
pitch and smoke, as a shimmering fire
meanigful encounter, though, you might be better off just
illuminates a row of sharp teeth.
picking the traits that spark joy.
Laughter follows a burning arrow
Better Goblins Table speeding towards you.
D20 Trait Difficulty Page
1 Flippy Easy 3
2 Charred Medium 3 The Charred Goblin gains this bonus action.
action
3 Poisoner Medium 3
4 Boom Boom Medium 4 Light ‘em Up! The goblin ignites their next
5 Deadeye Hard 4 attack with fire. If the attack hits, it deals an
6 Spelunking Easy 4 additional 2 (1d4) fire damage, and the target
7 Jeering Medium 4 must succeed on a DC 11 Dexterity Saving
8 Slimy Easy 4 throw or catch fire. When on fire, at the end
9 Filthy Medium 4
of the target’s next turn, they take 2 (1d4) fire
10 Hustler Medium 5
11 Blaster Hard 5 damage and are no longer on fire. The target or
12 Timey-Wimey Medium 5 a creature within 5 feet of the target can spend a
13 Buffed Hard 5 bonus action to douse the fire and end the effect
14 Duplicator Easy 6 early.
15 Phantom Deadly 6
16 Wormhole Medium 6
17 Shielded Easy 6
Poisoner GoblinÂ
Goblin Âç
18 Telekinetic Hard 6
19 Mind-Reader Medium 6 Giggling under their breath, this goblin
20 Big Brain Deadly 7
applies a vial of green liquid to their
arrowheads, readying for battle.

The Poisoner Goblin gains this passive trait.


trait

I Don’t Feel So Good... If the goblin is hidden


from its target before making an attack, they deal
an additional 2 (1d4) poison damage on a hit
and the target must make a DC 11 Constitution
Saving throw or suffer the poisoned condition
until the end of the goblin’s next turn.

3 Better Goblins
Boom Boom Goblin
Goblinç Jeering Goblin
Goblinç

The ground rumbles beneath your feet A series of jeers and jibes ring out across
as a grinning goblin pops up from the the battlefield. Popping up out of the
ground and throws a small explosive shrubbery, a goblin hurls insults at
at you, before disappearing beneath the you before running off, taunting you to
earth. chase them.

The Boom Boom Goblin has a burrow speed of 20 feet. The The Jeering Goblin gains this passive trait.
trait
goblin gains this passive trait.
trait
Smell Ya Later! Whenever the goblin uses
Special Delivery! Whenever the goblin uses Nimble Escape to hide, before taking the hide
Nimble Escape to disengage, the goblin may toss action, they may choose a creature they can see
a small explosive to deal 2 (1d4) fire damage to a within 30 feet to insult. The target makes a DC
creature within 5 feet of them before moving. 11 Wisdom Saving throw. On a failed save, they
are taunted by the goblin, and have disadvantage
Deadeye GoblinÂ
Goblin Âç on attack rolls against other goblins until the end
of their next turn.
Covered in leaves and mud, the goblin
perches in the trees, shortbow in its grip.
Slimy Goblin
Goblinç
You hear the snap of a bowstring before a
hail of arrows streaks from the tree line Sneezing and rubbing snot covered hands
towards you and your friends. on its pants, this goblin runs ahead
of the hoard with a big grin waving a
scimitar over its head.
The Deadeye Goblin gains this passive trait.
trait

In My Sight... If the goblin is obscured by at The Slimy Goblin is immune to being grappled or restrained.
least three quarters cover before they make an The goblin gains this passive trait.
trait
attack, they gain an additional +2 to hit and +2 to
damage on all their attacks. Gross! Whenever the goblin is hit by a melee
attack, they deal 1 acid damage to the attacker.
Spelunking Goblin
Goblinç
Filthy Goblin
Goblinç
Abseiling down from the ceiling is a
goblin outfitted in a ridiculous amount A goblin covered in dirt and grime
of climbing gear. The goblin salutes rises out of the undergrowth unseen.
you with a pickaxe before running away, It quickly attacks and then make its
dropping pitons behind itself. immediate retreat, leaving a cloud of
dust behind it.

The Spelunking Goblin has a climb speed of 40 feet. The


goblin gains this passive trait.
trait The Filthy Goblin gains this passive trait.
trait

Piton Pile! Whenever the goblin uses Nimble Pocket Sand! Whenever the goblin moves 20
Escape to disengage, they leave a pile of pitons feet or more in a straight line, they may choose
in the 5 foot space they vacated. The space to kick up dust around themselves in a 10 foot
is considered difficult terrain and non-goblin radius at the end of their movement. Each non-
creatures moving through the space take 1 goblin creature in the area must make a DC 11
piercing damage. Dexterity Saving throw or suffer the blinded
condition until the end of their next turn.

heyitsmattyp.com 4
Hustler Goblin
Goblinç Blaster GoblinÂ
Goblin Â∂

You hear the crack of a whip as a goblin Slamming their hands together, the
wearing a ten-gallon hat comes striding goblin concentrates for a single moment.
into battle, a sly smirk on its lips as it Its eyes glow hot-white as it shoots a
threatens to crack its whip again. lancing beam of shinning green light
towards you.

The Hustler Goblin wields a whip (1d4 slashing damage and


reach 10 ft). The goblin has gains this bonus action.
action The Blaster Goblin gains this action
action.
Scatter to the Winds! The hustler cracks their Eye Beam. Ranged Spell Attack: +4 to hit, range
whip and yells to their fellow goblins to find 80 ft., one target. Hit: 5 (1d6 +2) force damage.
cover. Each goblin within 30 feet of the hustler If the attack hits, the goblin chooses whether
can use their reaction to move up to half their the target is pushed up to 15ft directly away or
speed and take the hide action if they end this pulled up to 15ft directly towards the goblin.
movement behind cover.
Timey-Wimey Goblin Â∂

The goblin curses as their sword swings


past the hero’s chest, barely missing.
Clock faces swirl around another goblin
as they reach out with their hands. Time
rewinds for a moment, and then restarts,
the sword now striking true!

The Timey-Wimey Goblin gains this reaction


reaction.

Rewind (2/day). After a creature within 30 feet


of the goblin makes an attack roll, ability check
or saving throw, the goblin can force them to
reroll.

Buffed Goblin
Goblin∂

Swollen with psionic strength, muscles


rippling, this creature marches through
the battlefield menacingly, smaller
goblins chasing their heels.

The Buffed Goblin is medium sized, their hit points increase


to 20, and they are immune to being knocked prone. The
goblin gains this passive trait.
trait

Big! Goblins within 5 feet of the Buffed Goblin


have half cover.

5 Better Goblins
Duplicator Goblin
Goblin∂ Shielded Goblin
Goblin∂

A swarm of similar-looking goblins As a rapier thrusts towards their


approach you. One by one, they disappear throat, the goblin raises their hands
into mist, obscuring the real goblin and a shimmering psionic shield appears,
sneaking up behind you. pushing the sword back.

The Duplicator Goblin gains this action


action. The Shielded Goblin gains this reaction
reaction.

Mirror Image (1/day). The goblin casts the Shield (2/day). The goblin casts the Shield spell.
Mirror Image spell.
Telekinetic GoblinÂ
Goblin Â∂
Phantom Goblin
Goblin∂
Rocks and dust swirl around the feet of
Laughter echoes all around you, this goblin as they shift terrain around
seemingly from nowhere. Suddenly a it, creating perfect hiding spots for its
goblin launches out of a wall, their form sneering brethren.
shimming, claws angled for your throat!

The Telekinetic Goblin gains this action


action.
The Phantom Goblin gains this passive trait.
trait
Shift Terrain (2/day). The goblin moves terrain
Incorporeal Mischief! The goblin can move with their mind. It can either shift an established
through other creatures and objects as if they piece of terrain (such as a stone pillar) within
were difficult terrain. If the goblin ends its turn 30 feet of itself, or pull up a new boulder from
inside an object, the goblin takes 4 (1d8) force the earth. The goblin can place the object in an
damage. The goblin cannot end its turn inside empty space on the ground at a point 60 feet.
another creature. The object can be up to 10 by 10 feet in size.

Wormhole GoblinÂ
Goblin Â∂ Mind-Reader GoblinÂ
Goblin Â∂

Lurid green motes of light drift around A goblin stands far back from the
this cackling goblin as they open a battlefield, a single claw pressed to
portal beneath your feet. their temple, while its nearby allies move
with unnatural prescience.

The Wormhole Goblin gains this reaction


reaction, which they can
take when they are targeted by an attack or spell. The Mind-Reader Goblin is resistant to psychic damage. The
goblin gains this passive trait.
trait
Thinking with Portals (2/day). The goblin targets
another creature it can see within 30 feet. If the Telepathic Bond. Each goblin within 60 feet of
creature is willing, the goblin and the target swap the mind-reader can see and hear through any
positions and the target suffers the effects of the other goblin’s senses within 60 feet of the mind-
attack or spell in the Wormhole Goblin’s place. reader for the purposes of line of sight.
If the target is unwilling, they make a DC 11
Intelligence saving throw. On a failed save they
swap positions as above.

heyitsmattyp.com 6
Big Brain Goblin
Goblin∂ CREDITS
Writer: Roman Penna (@ Romantheflash)
The glowing bright green brain of this Gold Patrons: Amaran Nicole, Arno, Ashley Greatorex,
goblin protrudes from its skull; eyes Bass Levesque, Beth Goff, bob bobby, BonusParentBaba,
burning with psionic energy as it leads its cameron pearson, Carmen Knutson, Christopher LeFever,
awful friends into battle. Conor Kennedy, Cosmo Van Buren, Craig Savage, Daniel
Dyer, Darien Barnes, Dean Dunston, Elaine Fernandes,
The Big Brain Goblin is resistant to psychic damage. The Ernie Evans, Ethan Rodgers, Flannel Knight Gaming,
goblin gains this action
action. GentlemanJimGM, harmen van lith, James Lawson,
JauntyJay, JawaSparky, Jeremy B, Jeroen, Jerry Jordan, Joe
Mind Blast (2/day). As an action the goblin Jones, Jonathan Allen, Justin Rossman, Karlo Melendez
chooses a point within 60 feet of them and Pena, Kevin Donville, Koli_Deveras, Kyle Somers,
blasts it with psionic energy. Each creature in a Laura Drummer, Leo Champney, Lord Jiraiya, Luis
15-foot-radius-sphere centred on that point must Gilbert Villarreal, Mahle Andras, Mario Zetina, Marsha
make a DC 11 Intelligence Saving Throw. A Alexander, Meximan, nicolas tzicuris, Patrick Walzer, Paul
target takes 7 (2d6) psychic damage on a failed S, Ricardo Valadares Gontijo Lanna Valle, Sergio Collins,
save and is knocked prone. On a successful save SonOfSofaman, Spencer Murphy, Sushi Squad, The
they take half as much damage and are pushed 2nd most Epic Wizard from Mt. Skullzfyre, Titans plice,
15 feet directly away from the goblin. Tonerde, TwinkleToes, vishal muralidharan, WanderingStar,
West Coffin, Wouter van der Hoeven, Zac, Zachary Shapiro
Originally Published: 18/06/2024
Latest Version: 18/06/2024

LEGAL
This work includes material taken from the System Reference Document 5.1
(“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.
com/resources/systems-reference-document. The SRD 5.1 is licensed under the
Creative Commons Attribution 4.0 International License available at https://
creativecom-mons.org/licenses/by/4.0/legalcode

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7 Better Goblins

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