Eldritch Goblin, Greater

Family: Goblin

Small humanoid, neutral evil

Armor Class 15 (Leather armor and shield)
Hit Points 70 (20d6)
Speed 30 ft.

8 (-1) 14 (+2) 10 (+0) 22 (+6) 18 (+4) 16 (+3)

Skills Animal Handling (worgs only)+6, History +8, Stealth +6, Religion +8, Perception +6, Insight +6
Saving Throws Dexterity +4, Intelligence +8
Senses darkvision 60 ft., passive Perception 16
Languages All Humanoid languages
Challenge 5 (1,800 XP)


  • Eldritch Gifts. Each greater eldritch goblin has 3 Eldritch gifts. The GM can choose the abilities or roll them randomly. This list should not be considered exhaustive but is offered if the GM wishes to quickly generate an eldritch goblin.
    • Has protection from evil and good at all times without concentrating
    • Never needs to eat. The goblin is immune to ingested poison and has advantage on saves to avoid exhaustion.
    • Call Animals. Once per day, the goblin can cast Conjure Animals as an innate spell. The animals called should be appropriate for a Goblin.
    • Hardened Skin. The goblin gains +2 AC. This stacks with any armor.
    • Persuasive Words. The goblin can innately cast Suggestion (DC 13) three times per day.
    • Toughened. The goblin has advantage on all Constitution saves.
    • Bound Mount. The goblin has formed a mystic bond with a worg. The goblin can call the mount as a bonus action, causing the creature to instantly appear. The mount is obedient to its master.
    • Divine Strike. The goblin infuses any weapon it wields with power. The weapon does an extra 1d4 radiant damage and is considered magical.
    • Link to the Earth. Once per week, the goblin can innately cast Commune with Nature.
    • Mirror Trick. The goblin can cast Mirror Image 3/day as a bonus action.
  • Deeper Secrets. The greater eldritch goblin has access to ancient and powerful lore. Each one has a greater ability. Below is a list of possible abilities, but the GM should feel free to invent others.
    • The goblin can cast shapechange on itself once per day.
    • The goblin can cast time stop once per day.
    • The goblin is immune to damage from piercing, slashing, and bludgeoning damage.
    • The goblin has legendary spell resistance. 3/day if it fails a saving throw, it can instead choose to make it.
    • The goblin can cast counterspell at third level once per round.
    • The goblin has an aura that aids allies and terrifies foes. All allies of the goblin with 60 feet gain 2d10 temporary hit points. All foes must make a Wisdom save (DC 15) or be frightened of the goblin. An ally can only gain temporary hit points like this once per 24 hours. Those who are frightened may repeat the save at the end of each of their turns.
    • The goblin has a permanent Haste spell on itself.
    • The goblin has regeneration, recovering 10 hit points at the beginning of its turn for as long as it is alive.
  • The goblin has the spellcasting ability of a 9th level Cleric of the Trickey Domain (DC 15, +7 to hit)
  • The goblin has the spellcasting ability of a 9th level Wizard (DC 17, +9 to hit)
  • Silence. At will, the goblin can choose to become perfectly silent, even if it would otherwise make noise. The creature becomes invisible to tremorsense and gains advantage on Stealth checks.
  • Mounted Combat. The eldritch goblins are superior worg riders. If they roll less than 10 on any animal handling check for a worg mount, they instead roll a 10. If they are knocked from their mount, they automatically land on their feet and avoid damage. If the goblin moves at least 20 feet towards a target while riding its worg and hits with a spear attack, that attack does triple dice damage (quadruple on a critical hit). While mounted on a worg, the worg can make its bite attack if a target is available. The worg acts on its rider’s initiative and in all other ways is considered a controlled mount. Finally, the goblin can mount or dismount from the worg without using movement.
  • Eldritch Spear. The goblins have designed a special spear with an incredibly light design. The materials are rare and the creation of these spears takes considerable time and energy, so only the Eldritch wield them. The weapon is a finesse weapon in their hands.
  • Unique Death. Each eldritch goblin has a unique form of attack that can slay it. The GM should choose one obscure form of attack. Only damage from that one attack can permanently slay the goblin. If that attack reduces the goblin to 0 hit points or hits the goblin while it is unconscious, the goblin is instantly killed. If the goblin is reduced to 0 hit points by any other form of attack, it is at 0 hit points and stable. The only other way to slay the goblin is to reduce its maximum hit points to 0.


  • Multiattack. The eldritch goblin makes three attacks with its spear or short bow.
  • Spear. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.
  • Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.


Eldritch goblins are immortal. They take a variety of shapes and forms, though all are goblinesque in nature. Some are taller than normal goblins, others smaller, so much so that they are only a foot or so high. Their features are akin to an old knotted black-jack oak, twisted, and wrinkled like dried bark. This is representative of their age, the older the goblin the more knotted and thick his skin. Younger eldritch goblins, – those only several centuries old – still possess something of the smooth, stretched skin of their lesser kindred. of course, some of the elders are possessed of luminescent beauty, a reflection of their magical quality (see below). Eldritch goblins have a great love of things, and they are always carrying them around, often tied to their persons, articles that they have come across in their adventures, articles they found interesting such as a beaded glass jar, a box of peculiar workmanship, a bone, etc. They are also fond of jewelry and wear ear, finger, and toe rings, bracelets, armbands, and the like. In clothing, they are as varied as any species, some preferring colors bright and glaring, others armor, still others, drab cloaks or rags.

Gods amongst Goblins. Eldritch goblins belong to any of the greater goblin communities, though they stand apart from vast hordes and often travel alone. Some rule their lesser kin; others live amongst them as strangers, revered as god-like figures. But few of the eldritch goblins work in concert with each other as their purposes are different. Some few, however, develop friendships with their eldritch brethren and spend their lives in adventure. If encountering more than a dozen, it is very rare and usually an indication that something huge is happening in the goblin communities; war, or the like.

Long-Lived. They are fluent in all human, demi-human, and most other humanoid languages, having keen intelligence and long lives to learn them. They revel in the history of their being and judge one another by their deeds and accomplishments, battle honors not the least. They are not averse to traveling with any of the other races, carrying no particular hatred for other creatures, secure in their own lifeless superiority.

Cunning Leaders. Eldritch goblins utilize the same tactics as their lesser brethren, but they are even more vile and wicked in doing so. Unlike lesser goblins, eldritch goblins can match strategy with any dwarf, and they are not cowardly. They are more than willing to sacrifice any number of other goblins, orcs, or any other creatures in their service to gain a victory. Being immortal creatures, they have complete disdain for the lives of other beings.

Section 15: Copyright Notice

5th Edition Monsters & Treasure of Airhde, 1st Printing, Copyright 2021, Troll Lord Games; Author Stephen Chenault & Jason Vey

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