AC 15 (chain shirt)
HP 21 (6d6; bloodied 10)
Speed 30 ft.
Proficiency +2; Maneuver DC 12
Skills Arcana +3, Stealth +4 (+1d4), Intimidation +4
Senses darkvision 60 ft., passive Perception 11
Languages Common, Goblin
ACTIONS
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Silver Fire. Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 7 (2d6) fire damage and 7 (2d6) ongoing fire damage. A creature can use an action to douse the fire on a target, ending the ongoing damage.
Clinging Illusion. The warlock creates a magical illusion of an unmoving Medium or smaller object in a space it can see within 30 feet. The illusion can hide a smaller object in the same space. The illusion lasts 24 hours, until a creature touches it, or until the warlock uses Clinging Illusion again. A creature can take an action to make a DC 12 Investigation check to disbelieve the illusion. On a success, the illusion appears transparent to the creature.
REACTIONS
Quick Switch. When the warlock is hit by an attack, it magically teleports, switching places with a goblin ally within 30 feet. The goblin ally is hit by the triggering attack and suffers its effects.
Combat
Goblins attack only when they outnumber their opponents. They employ ambush, firing arrows from hiding and then using Nimble Escape to hide elsewhere. When they can, they turn an aspect of the battle to their advantage, attacking in darkness or from above or amongst traps and hazards. If a goblin is engaged in melee while not in an advantageous position, it attacks with its shortsword and then disengages. Unless a powerful leader forces them to stand their ground, goblins retreat once they no longer outnumber their enemy.
Goblin Names
Blacktooth, Briarbones, Dinda, Flea, Flundercork, Grimgargle, Gurp, One-Toe, Ood, Skirn, Thrunk, Vivvle
Legends and Lore
With a History or Nature check, characters can learn the following:
DC 10 Goblins are small humanoids. While many find them disgusting, they are clever and resourceful creatures.
DC 15 Goblins rarely attack unless they outnumber their foes. For every goblin you see, there are usually two more lurking nearby.
DC 20 Goblins sometimes serve larger humanoids or train giant rats as watchdogs or mounts.
VARIANTS: OTHER GOBLIN WARLOCK SPELLS
Different goblin warlocks have different abilities. You can replace one or more of the warlock’s actions with one of the abilities below.
Last Resort (1/Week). The warlock touches a willing goblin ally and permanently turns it into a hobgoblin or bugbear .
Surprise Sacrifice. A living goblin ally the warlock can see within 60 feet explodes, dying instantly. Each creature within 10 feet of the exploding goblin makes a DC 12 Dexterity saving throw , taking 10 (3d6) fire damage on a failure or half damage on a success.
Turn Weapon. A nonmagical melee weapon the warlock can see within 60 feet attacks the creature wielding it. The weapon makes a melee weapon attack with a +5 bonus, and deals damage as if wielded by a creature with Strength and Dexterity scores of 16 (+3).
Goblin warlocks pay homage to an archfey who values chaos and violence. A goblin warlock drives its tribe to acts of grotesquerie and terror.
In order to use its magical powers, a goblin warlock must expend 99 silver coins as a material component. For this reason, a warlock often targets silver for theft, and may even trade for it at higher than its normal value.
Lone Behavior
1–3 Scouting or patrolling for a larger group
4 Exiled; will betray its former comrades’ location to well-armed travelers (unless it’s a doublecross?)
5 Loaded down with stolen treasure
6 A goblin with no tribe; it knows the local area well
Group Behavior in Desert or Grassland
1 Drinking and filling waterskins at a well or stream
2 Hungry; arguing about the direction of the nearest food source
3 Traders who know their way through the trackless expanse
4 Living in an abandoned temple or palace
Group Behavior in Hills or Mountains
1 Hiding at a peak or clifftop, waiting to ambush travelers
2 Dragging a stumbling dwarf captive back to their camp
3 Fleeing from tyrannical hobgoblin masters
4 Scouting near their lair
Group Behavior in Tundra
1 Pulling and riding in a dogsled
2 Shivering next to a campfire
3 Having a snowball fight
4 Lying in ambush under snow
Group Behavior in Forest, Jungle, or Swamp
1 Hiding in the underbrush, waiting to ambush travelers
2 Stealthily surrounding an isolated homestead
3 Setting fires or preparing a fire trap
4 Lying in ambush in the trees, armed with nets
Group Behavior in Settled Land
1 On a raid, setting fire to a barn
2 Stealing panicky horses, several goblins to a horse
3 With goods to trade
4 Running a traveling circus or theater
Group Behavior Underground
1 Unwilling servants of a tough monster
2 Struggling to open a stuck door or crawl through a narrow crack
3 Spreading caltrops
4 Sleeping, guarded by a drowsy sentry
5 Looking down from holes in the ceiling, prepared to shoot arrows and drop rocks
6 Hiding in ambush behind giant mushrooms, stalagmites, furniture, or pillars
1 DC 15 Perception or Survival check: small footprints
2 DC 15 Perception or Survival check: a concealed trap, such as a hunting trap, pit trap, or tripwire
3 A filthy campsite
4 A looted corpse or an arrow-riddled game animal
5 A dead goblin
6 Discarded gear, such as a broken shortsword, an arrow stuck in the ground, or a smashed bottle
Goblins can eke out an existence in nearly any environment.
CR 0–2 1d4 goblins ; goblin with bloodhawk or giant rat
Treasure 25 gp, 150 sp, 3 potions of climbing , 2 potions of healing
CR 3–4 4 to 6 goblins with goblin boss , goblin warlock , or 2 goblin specialists ; 3 or 4 goblins riding worgs (or Large rats with the statistics of worgs); 3 or 4 goblins with bugbear , death dog , or ogre ; 4 to 6 goblin specialists
Treasure 100 gp, 500 sp, dented silver helmet (75 gp), a hollow book containing 2 potions of growth and 2 potions of healing , 6 1 arrows
CR 5–10 goblin boss and 1d6 + 6 goblins with one of the following: cave bear or goblin warlock , 2 ogrekin , 3 goblin specialists , or 4 hobgoblins or worgs
Treasure 400 gp, 1,000 sp, silver and garnet necklace (250 gp), a wagon full of trade goods (500 gp), hat of disguise , immovable rod
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.