rpg—rules

monster

Goblin Boss

Small Fey (Goblinoid), Chaotic Neutral

Armor Class
17
Hit Points
21 (6d6)
Challenge rating
1
CHA
10 (+0)
CON
10 (+0)
DEX
15 (+2)
INT
10 (+0)
STR
10 (+0)
WIS
8 (-1)

Small Fey (Goblinoid), Chaotic Neutral

AC 17 · Initiative +2 (12)

HP 21 (6d6)

Speed 30 ft.

Ability Score Mod Save
Str 10 +0 +0
Dex 15 +2 +2
Con 10 +0 +0
Int 10 +0 +0
Wis 8 −1 −1
Cha 10 +0 +0

Skills Stealth +6

Gear Chain Shirt, Scimitar, Shield, Shortbow

Senses Darkvision 60 ft.; Passive Perception 9

Languages Common, Goblin

CR 1 (XP 200; PB +2)

Actions

Multiattack. The goblin makes two attacks, using Scimitar or Shortbow in any combination.

Scimitar. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage, plus 2 (1d4) Slashing damage if the attack roll had Advantage.

Shortbow. Ranged Attack Roll: +4, range 80/320 ft. Hit: 5 (1d6 + 2) Piercing damage, plus 2 (1d4) Piercing damage if the attack roll had Advantage.

Bonus Actions

Nimble Escape. The goblin takes the Disengage or Hide action.

Reactions

Redirect Attack. Trigger: A creature the goblin can see makes an attack roll against it. Response: The goblin chooses a Small or Medium ally within 5 feet of itself. The goblin and that ally swap places, and the ally becomes the target of the attack instead.

Source · SRD 5.2.1 · page 290