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Goblin, Big Boss

Family: Goblin

Medium humanoid (goblinoid), chaotic evil

Armor Class 15 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 30 ft.

20 (+5) 10 (+0) 15 (+2) 12 (+1) 14 (+2) 14 (+2)

Saving Throws Str +7, Dex +2, Wis +4
Skills Athletics +7, Intimidation +4, Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages Goblin
Challenge 3 (700 XP)


  • Brute Escape. The goblin can take the Disengage action as a bonus action on each of its turns. When the goblin does so, creatures of its choice within 5 feet of it must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away from the goblin.
  • Large and in Charge. The goblin has advantage on saving throws against effects that would cause it to be charmed, frightened, knocked prone, pulled, or pushed on a failure.


  • Multiattack. The goblin makes two Scimitar attacks and can use Give Order or Reposition.
  • Give Order (Recharge 5–6). The goblin chooses another goblin within 30 feet of it that it can see. The chosen goblin can immediately take its reaction to make one weapon attack.
  • Reposition. The goblin grabs another goblin within 5 feet of it and hurls the chosen goblin to an unoccupied space it can see within 30 feet.
  • Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. If the goblin hits the same creature with two Scimitar attacks in a turn, the second hit deals an extra 7 (2d6) slashing damage.


  • Redirect Attack. When a creature the goblin can see targets it with an attack, the goblin chooses another goblin within 5 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead.
Section 15: Copyright Notice

Total Party Kill Handbook - Volume 2 2019 © 2CGaming, LLC. Author Steven Gordon

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