Goblin 5e Guide

Small Humanoid (goblinoid), Neutral Evil

At a Glance

CR
1/4
Type
Humanoid (goblinoid)
Size
Small
Alignment
Neutral Evil
AC
15 (leather armor, shield)
HP
7 (2d6)
Speed30 ft.

Ability Scores

str
8
-1
dex
14
+2
con
10
+0
int
10
+0
wis
8
-1
cha
8
-1

Key Abilities

AbilityDescription
Nimble EscapeThe goblin can take the Disengage or Hide action as a bonus action on each of its turns.
ScimitarMelee weapon attack, +4 to hit, 1d6+2 slashing damage.
ShortbowRanged weapon attack, +4 to hit, range 80/320 ft., 1d6+2 piercing damage.

How to Run This Monster

Goblins are cowardly but cunning. They attack from ambush, use hit-and-run tactics with Nimble Escape to Hide or Disengage each turn. They set traps, use wolves as mounts, and flee when the fight turns against them. In groups, they try to overwhelm single targets.

Encounter Ideas

Goblin encounters should feel scrappy and chaotic. Use terrain with hiding spots, traps (pit traps, swinging logs, tripwires), and multiple entry points. Goblin bosses (bugbears or hobgoblins) add structure. The classic 'goblin cave' from Lost Mine of Phandelver is a perfect template.

Loot
Goblins carry stolen goods — 1d6 gp, trinkets from victims, crude weapons. Their lairs contain accumulated loot from raids: 10d10 gp in mixed coins, stolen trade goods, and occasionally a low-value magic item they don't understand.

Common Mistakes

Common Mistake
Playing goblins as fearless fighters instead of cowardly ambushers
Common Mistake
Forgetting Nimble Escape — it makes goblins much more mobile than they look
Common Mistake
Not using traps and terrain to make goblin encounters interesting

DM Tips

DM Tip
Goblins are perfect first enemies for new campaigns
DM Tip
Give goblin leaders names and distinct personalities
DM Tip
Use goblin humor — they should be funny-scary, not just scary

Frequently Asked Questions

Sources & Further Reading