Goblin Sergeant (5e Creature)
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Small humanoid (goblinoid), lawful evil
Armor Class 14 (studded leather)
Skills Athletics +3, Stealth +6, Survival +1
Dueling Fighting Style. When the goblin is wielding a melee weapon in one hand and no other weapons, it gains a +2 bonus to damage rolls with that weapon (included in the attack).
Superiority Dice. The goblin has four superiority dice, which are d8s. A superiority die is expended when the goblin uses it. The goblin regains all expended superiority dice when it finishes a short or long rest.
Trip Attack. When the goblin hits a creature with a weapon attack, it can expend one superiority die to attempt to knock the target down. The goblin adds the superiority die to the attack's damage roll, and if the target is Large or smaller, it must succeed on a DC 12 Strength saving throw or be knocked prone.
Multiattack. The goblin makes two attacks.
Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Nimble Escape. The goblin takes the Disengage or Hide action. The goblin can also expend one superiority die, rolling the die and adding the number rolled to its AC until the end of its turn.
Riposte. When a creature misses it with a melee attack, the goblin can expend one superiority die to make a melee attack against the creature. If it hits, it adds the superiority die to the attack's damage roll.
Having some service under their belt, their higher-ups gave them a promotion. Those who are exclusively tactile are promoted to a sergeant-like role, and lead a squad of goblins ranging from four to eight. This doesn't mean they are treated any better than their bugbear companions, as they are generally looked down upon for their small size. They are strict in the militaristic fashion, making most of their resources for personal survival and to get the mission done. Rogue groups of these companies are common on the outskirts of hobgoblin civilization. They wear the insignia of their leader, even if they were a former leader. They are tacticians first and foremost, and won't sacrifice themselves unless in rare circumstances.
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