Goblin Cavalry (5e Creature)
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Small humanoid (goblinoid), neutral evil
Armor Class 16 (breastplate)
Skills Animal Handling +3, Athletics +4, Stealth +6, Survival +3
Born to the Saddle. The goblin has advantage on saving throws made to avoid falling off its mount. If it falls off its mount and descends no more than 10 feet, it can land on its feet if it isn't incapacitated. Finally, mounting or dismounting a creature costs it only 5 feet of movement, rather than half its speed.
Unwavering Mark. When the goblin hits a creature with a melee weapon attack, it can mark the creature until the end of its next turn. This effect ends early if the goblin is incapacitated or dies. While it is within 5 feet of the goblin, a creature marked by it has disadvantage on any attack roll that doesn't target it.
Lance. Melee Weapon Attack: +4 to hit (with disadvantage if the target is within 5 feet of the goblin), reach 10 ft., one target. Hit: 8 (1d12 + 2) piercing damage.
Nimble Escape. The goblin takes the Disengage or Hide action.
Counterattack. When a creature marked by the goblin deals damage to any creature other than the goblin, it makes one melee weapon attack against the marked creature with advantage on the attack roll.
Having some service under their belt, their higher-ups gave them a promotion. When they noticed these goblins were especially wise and loving, they decided to put that to use. These specific goblins are wiser than an average goblin, wanting nothing more than to take care of their worgs. Faced with slaughter into rations for their dogs, these goblins have no choice but to embark on a quest with their friends to save one another from death!
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