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    Goblin 5e: Stats, Tactics and the 2024 Goblins

    A goblin is a CR 1/4 Small creature with AC 15, 7 hit points, a +4 scimitar or shortbow that hits for 5 damage, and one trait that defines it: Nimble Escape, which lets it Disengage or Hide as a bonus action every turn. That trait is why four goblins can wreck a level 1 party. They shoot, duck out of sight, and never stand still long enough to get hit back. The 2024 rules split the goblin into three stat blocks (Minion, Warrior and Boss) and change its creature type from Humanoid to Fey, which matters more than it sounds: Hold Person and Charm Person no longer work on them.

    Table of Contents

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    Goblin Stat Block (2014)

    This is the goblin from the 2014 rules (SRD 5.1), the same stat block as the 2014 Monster Manual.

    Goblin

    Small humanoid (goblinoid), neutral evil

    Armor Class 15 (leather armor, shield)
    Hit Points 7 (2d6)
    Speed 30 ft.
    STR
    8 (−1)
    DEX
    14 (+2)
    CON
    10 (+0)
    INT
    10 (+0)
    WIS
    8 (−1)
    CHA
    8 (−1)
    Skills Stealth +6
    Senses darkvision 60 ft., passive Perception 9
    Languages Common, Goblin
    Challenge 1/4 (XP 50; PB +2)

    Traits

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

    Actions

    Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
    Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
    Stat block from the SRD 5.1 (2014 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.

    Two numbers matter more than the rest. Stealth +6 beats the passive Perception of most level 1 characters (usually 10 to 13), and 7 hit points means almost any hit drops one. A goblin is a glass cannon with a smoke bomb.

    The 2024 Goblins: Minion, Warrior and Boss

    The 2024 rules (SRD 5.2.1) replace the single goblin with three stat blocks, so you can build a goblin warband with a real hierarchy instead of six copies of the same creature.

    Goblin Warrior

    Small Fey (Goblinoid), Chaotic Neutral

    Armor Class 15
    Initiative +2 (12)
    Hit Points 10 (3d6)
    Speed 30 ft.
    STR
    8 (−1)save −1
    DEX
    15 (+2)save +2
    CON
    10 (+0)save +0
    INT
    10 (+0)save +0
    WIS
    8 (−1)save −1
    CHA
    8 (−1)save −1
    Skills Stealth +6
    Gear Leather Armor, Scimitar, Shield, Shortbow
    Senses Darkvision 60 ft.; Passive Perception 9
    Languages Common, Goblin
    Challenge 1/4 (XP 50; PB +2)

    Actions

    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.
    Stat block from the SRD 5.2.1 (2024 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.

    Goblin Minion

    Small Fey (Goblinoid), Chaotic Neutral

    Armor Class 12
    Initiative +2 (12)
    Hit Points 7 (2d6)
    Speed 30 ft.
    STR
    8 (−1)save −1
    DEX
    15 (+2)save +2
    CON
    10 (+0)save +0
    INT
    10 (+0)save +0
    WIS
    8 (−1)save −1
    CHA
    8 (−1)save −1
    Skills Stealth +6
    Gear Daggers (3)
    Senses Darkvision 60 ft.; Passive Perception 9
    Languages Common, Goblin
    Challenge 1/8 (XP 25; PB +2)

    Actions

    Dagger. Melee or Ranged Attack Roll: +4, reach 5 ft. or range 20/60 ft. Hit: 4 (1d4 + 2) Piercing damage.

    Bonus Actions

    Nimble Escape. The goblin takes the Disengage or Hide action.
    Stat block from the SRD 5.2.1 (2024 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.

    Goblin Boss

    Small Fey (Goblinoid), Chaotic Neutral

    Armor Class 17
    Initiative +2 (12)
    Hit Points 21 (6d6)
    Speed 30 ft.
    STR
    10 (+0)save +0
    DEX
    15 (+2)save +2
    CON
    10 (+0)save +0
    INT
    10 (+0)save +0
    WIS
    8 (−1)save −1
    CHA
    10 (+0)save +0
    Skills Stealth +6
    Gear Chain Shirt, Scimitar, Shield, Shortbow
    Senses Darkvision 60 ft.; Passive Perception 9
    Languages Common, Goblin
    Challenge 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.
    Stat block from the SRD 5.2.1 (2024 rules) by Wizards of the Coast, licensed under CC-BY-4.0. Check an encounter with this monster in the encounter calculator.

    What changed from 2014:

    2014 Goblin2024 Goblin Minion2024 Goblin Warrior2024 Goblin Boss
    CR (XP)1/4 (50)1/8 (25)1/4 (50)1 (200)
    AC / HP15 / 712 / 715 / 1017 / 21
    AttacksScimitar or shortbow, 5 damageDagger (melee or thrown), 4 damageScimitar or shortbow, 5 damage +2 with AdvantageTwo attacks, 5 damage each +2 with Advantage
    Nimble EscapeTrait (bonus action)Bonus actionBonus actionBonus action
    Creature typeHumanoid (goblinoid)Fey (Goblinoid)Fey (Goblinoid)Fey (Goblinoid)
    AlignmentNeutral evilChaotic neutralChaotic neutralChaotic neutral

    The three changes that change how the fight plays:

    • •Advantage pays off. The Warrior and Boss deal an extra 2 (1d4) damage whenever they attack with Advantage. Hiding gives them the Invisible condition, which gives Advantage, so a hidden Warrior's average hit goes from 5 to 7.5 damage.
    • •The Boss protects itself with its minions. Its Redirect Attack reaction swaps places with a Small or Medium ally within 5 feet and makes that ally the target. Kill the bodyguards first or catch the Boss alone.
    • •They are Fey now. Spells that only target Humanoids, like Hold Person and Charm Person, can't target a 2024 goblin. Protection from Evil and Good, which covers Fey in the 2024 rules, gives the warded creature protection: goblins have Disadvantage on attacks against it. Under the 2014 rules all of this is reversed, because goblins are Humanoids.

    If your table uses the 2014 books, use the 2014 goblin. If you mix rules, the 2024 Warrior is a slightly tougher drop-in replacement at the same CR and XP.

    How Goblins Fight

    A goblin played straight (walk up, swing, repeat) is a speed bump. A goblin played the way its stat block intends is one of the most dangerous CR 1/4 creatures in the game. The difference is Nimble Escape.

    Shoot and hide. From behind cover, a goblin attacks with its shortbow, then uses its bonus action to Hide. How hiding works depends on the rules you use:

    • •2014: the goblin must be out of sight (heavy obscurement, total cover or a solid corner), and its Stealth check is compared to the party's passive Perception. With +6, it beats a passive Perception of 13 about two times in three. While unseen it attacks with advantage, and the attack gives away its position.
    • •2024: Hide is a DC 15 Stealth check made while Heavily Obscured or behind Three-Quarters or Total Cover, out of every enemy's line of sight. With +6 the goblin succeeds on a 9 or higher, 60% of the time. Success gives it the Invisible condition, so its next attack has Advantage (and, for the Warrior and Boss, the extra 1d4).

    The math against a typical level 1 front-liner with AC 16 (chain mail):

    Goblin attack vs AC 16Hit chanceAverage damage per attack
    Normal attack (+4)45%about 2.3
    With Advantage, 2014 goblinabout 70%about 3.5
    With Advantage, 2024 Warrior (5 + 2 extra)about 70%about 5.2

    Four 2024 Warriors that all attack with Advantage deal about 21 damage a round to that character. That is more than most level 1 characters' total hit points, which is why "four goblins in the dark" is a classic first-session party wipe.

    Hit and run in melee. A goblin that gets into melee attacks, then Disengages as a bonus action and walks 30 feet away without provoking an opportunity attack. Melee characters spend their turns chasing. Archers and spellcasters stay safe.

    Use the terrain. Goblins with darkvision fighting in an unlit cave see the party's torchbearer as a lit target, while anything beyond the torchlight is dim light or darkness for characters without darkvision. Put goblins on ledges, behind barricades and around corners, and give them an escape route. A goblin that has nowhere to hide is a 7 HP target.

    Run them like goblins. Goblins flee when the fight turns. When the Boss falls or half the band is down, have the rest scatter, and let a captured goblin bargain for its life with information. It's a cheap way to give the party a lead and make the world feel alive.

    How Many Goblins for a Level 1 Party?

    Use the encounter XP budget for your rules version. For four level 1 characters:

    Difficulty (2024 rules)XP budget for 4 charactersExample goblin encounter
    Low200 XP4 Goblin Warriors
    Moderate300 XP6 Goblin Warriors, or 1 Goblin Boss + 2 Warriors
    High400 XP8 Goblin Warriors, or 1 Goblin Boss + 4 Warriors

    The 2024 XP budget per character at level 1 is 50 (Low), 75 (Moderate) and 100 (High), from the SRD 5.2.1 encounter table. Add up the creatures' XP and stay at or under the budget.

    The 2014 guidelines (from the 2014 Dungeon Master's Guide, which our encounter calculator uses) are harsher on groups. Four goblins are 200 XP, but groups of 3 to 6 creatures double the effective XP to 400, which is exactly the Deadly threshold for four level 1 characters. In other words, the book math agrees with what DMs see at the table: four well-played goblins can kill a level 1 party.

    Practical rules of thumb:

    • •For a first session, start with 3 or 4 goblins and play them aggressively but not perfectly.
    • •If you want a long, dangerous fight, add cover and darkness rather than more goblins. Tactics raise the difficulty more than numbers do.
    • •At level 3 and up, goblins work best as a swarm (8 to 12 Minions or Warriors) or as support for something bigger, like a goblin boss riding a worg or a bugbear chief.

    How Players Beat Goblins

    Goblins hit hard for their CR but fold the moment they're caught. The counters:

    • •Take away their cover and darkness. Light sources, dim-light cantrips and fighting in the open shut down Hide. Faerie Fire is the hard counter: outlined creatures can't benefit from being invisible and attacks against them have advantage.
    • •Area damage. At 7 hit points, most 1st-level area spells kill a goblin on a failed save. Thunderwave deals 2d8 (average 9), which kills a goblin on a failed save about three times in four. Burning Hands deals 3d6 (average 10.5) in a cone.
    • •Ready actions. If a goblin pops out from behind the same rock every turn, a character can Ready an attack for the moment it appears.
    • •Spread out, but not too far. Goblins focus fire on whoever is isolated or easiest to hit. Keep the wizard behind the fighter, but don't leave anyone alone.
    • •Check your rules version before casting. Against 2014 goblins, Hold Person and Charm Person work. Against 2024 goblins (Fey), they can't target them at all.

    Goblin Encounter Ideas

    The toll bridge. Six goblins have taken over a rope bridge over a ravine and charge a "toll" of whatever shiny things travelers carry. Three wait on the far side with shortbows behind a log barricade. Two hide in the scrub on the near side to cut the party off. The Boss stands on the bridge itself. Negotiating is a real option: they'll take a good bribe and some flattery over a fight they might lose.

    The kitchen raid. A tavern's storeroom is being emptied every night. The culprits are three goblins coming up through a collapsed cellar wall from an old tunnel. In the dark cellar, among stacked barrels (three-quarters cover everywhere), they're far more dangerous than their CR suggests. Following them back reveals what they're running from.

    The prisoner. The party finds a goblin minion tied up and left behind by its own warband after it failed the Boss. It offers to lead them to the camp in exchange for its freedom. It's telling the truth, mostly. It wants the Boss dead and will happily let the party do it.

    Frequently Asked Questions

    What CR is a goblin in 5e?

    The 2014 goblin is CR 1/4 (50 XP). In the 2024 rules, the Goblin Minion is CR 1/8 (25 XP), the Goblin Warrior is CR 1/4 (50 XP), and the Goblin Boss is CR 1 (200 XP).

    How does Nimble Escape work?

    It lets a goblin take the Disengage or Hide action as a bonus action on its turn. In practice a goblin can attack and then either walk away without provoking opportunity attacks or hide to set up an attack with advantage on its next turn.

    Are goblins Fey in 5e?

    In the 2024 rules, yes: all three goblin stat blocks are Small Fey (Goblinoid). In the 2014 rules goblins are Small Humanoids (goblinoid). The type matters for spells: Hold Person and Charm Person target Humanoids only, so they work on 2014 goblins but not on 2024 goblins.

    How many goblins should I use for 4 level 1 players?

    Three or four goblins is a solid first fight. Under the 2024 rules, four Goblin Warriors use the whole Low-difficulty budget (200 XP) and eight make a High-difficulty fight. Under the 2014 guidelines, four goblins already reach the Deadly threshold for a level 1 party once the group multiplier is applied.

    What is the difference between a goblin and a hobgoblin?

    Both are goblinoids, but they play differently. A goblin (CR 1/4) is small, sneaky and fragile and relies on hiding and hit-and-run. A hobgoblin (CR 1/2) is a disciplined Medium soldier with AC 18 and Martial Advantage, an extra 2d6 damage when an ally is next to its target. Goblins ambush. Hobgoblins hold a line.

    What do goblins ride?

    Goblins are often paired with wolves or worgs, and a worg-riding goblin boss is a classic low-level miniboss. The worg is CR 1/2, can knock a target prone with its bite, and speaks Goblin.


    Stat blocks: System Reference Document 5.1 (2014) and 5.2.1 (2024), Wizards of the Coast, CC-BY-4.0. Tactics, encounter math and ideas are Loreify's own.

    This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.

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