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Goblin

Small Humanoid (goblinoid), neutral evil

CR 1/4

50 XP

AC: 15 (leather armor, shield)
HP: 7 (2d6)
Speed: walk 30 ft.
Skills: Stealth +6
Senses: darkvision 60 ft., passive Perception 9
Languages: Common, Goblin
STR
8
-1
DEX
14
+2
CON
10
+0
INT
10
+0
WIS
8
-1
CHA
8
-1

Special Abilities

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 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Quick Reference

Challenge: CR 1/4
Type: Humanoid
Size: Small
Alignment: neutral evil
Best for a party of 4 at level 1

Running This Encounter

Goblins are cowardly but cunning combatants that excel in ambushes and hit-and-run tactics. They're at their best when fighting from advantageous positions—high ground, cover, or darkness—where their lower HP pool is less of a liability. Use goblin encounters to teach players about positioning and tactical terrain, and consider using them as minions that flee when their leader falls, rewarding clever tactics over pure damage.

Combat Tactics

Goblins prioritize attacking from range with their shortbows, staying at least 60 feet away from melee combatants. They will use the Dodge action or take the Disengage action to retreat if threatened in melee, and they coordinate attacks with allies to focus fire on isolated targets. A goblin will attempt to flee if reduced below half HP or if their leader is defeated.

Environment & Setting

Goblins thrive in caves, dungeons, forests with dense undergrowth, and ruins where they can use verticality and cover to their advantage. Encounters are most interesting when terrain provides multiple levels, narrow passages, or hiding spots that reward the goblins' small size and mobility.

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