Goblin Sergeant (5e Creature)

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Novice Sargent Goblin Soldier

Small humanoid (goblinoid), lawful evil


Armor Class 14 (Studded Leather)
Hit Points 34 (3d6+5d10)
Speed 30ft.


STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 10 (+0) 12 (+1) 8 (-1) 8 (-1)

Skills Athletics +3, Survival +1,Stealth +6
Senses darkvision 60 ft., passive Perception 9
Languages Common and Goblin
Challenge 4 (1100 XP)


Defensive Duelist When the goblin is wielding a finesse weapon with which it's proficient and another creature hits you it a melee attack, it can use its reaction to add your proficiency bonus to it's AC for that attack, potentially causing the attack to miss it.

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

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).

Second Wind (Recharges on a Short or Long Rest). The goblin has a limited well of stamina that it can draw on to protect itself from harm. As a bonus action, the goblin can regain 10 (1d10 + 5) hit points.

Action Surge (Recharges on a Short or Long Rest).On the goblin turn, it can take one additional action on top of its regular action and a possible bonus action.

Evasive Footwork When the goblin moves on its turn, it can expend a superiority die, adding the total to its AC until it stops moving.

Trip Attack When it hits a creature with a weapon attack, it can expend one superiority die to attempt to knock the target down. It adds the superiority die to the attack's damage roll, and if the target is Large or smaller, the enemy must make a Strength saving throw or be knocked prone.

'Multiattack The goblin can attack twice, instead of once, whenever it takes the Attack action on its turn.

ACTIONS

Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

REACTIONS

Riposte When a creature misses it with a melee attack, the goblin can use its reaction and 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 Sargent-like role, and lead a quad of Novice goblins, along with a company of Greenhorn Goblins ranging from 4-8. 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 a 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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