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Goblin Boss

Goblin Boss Small Humanoid (Goblinoid), Neutral Evil 1 200 xp

  • Armor class 17 (Chain Shirt, Shield)
  • Hit points 21 (6d6)
  • Speed 30'
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 10 (0)
  • INT 10 (0)
  • WIS 8 (-1)
  • CHA 10 (0)

Skills: Stealth +6

Senses: Darkvision 60ft, PP9

Languages: Common, Goblin

Challenge: 1 (200 xp)

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

Actions

MULTI-ATTACK. The Goblin makes two attacks with its scimitar. The second attack has disadvantage.

SCIMITAR. Melee Weapon Attack: +4 to hit, reach 5ft, 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 ft of it. The two goblins swap places, and the chosen goblin becomes the target instead.

Worg

Worg Large Monstrosity, Neutral Evil 1/2 100 xp

  • Armor class 13 (Natural)
  • Hit points 26 (4d10 +4)
  • Speed 50'
  • STR 12 (+1)
  • DEX 15 (+2)
  • CON 10 (0)
  • INT 2 (-4)
  • WIS 9 (-1)
  • CHA 5 (-3)

Skills: Perception +4

Senses: Darkvision 60 ft., PP 14

Languages: Goblin, Worg

Challenge: 1/2 (100 xp)

KEEN HEARING AND SMELL. The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

BITE. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 +3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength Save Throw or be knocked prone.