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Goblin, Cave King

Family: Goblin

Small humanoid (goblinoid), neutral evil

Armor Class 9
Hit Points 55 (10d8 + 10)
Speed 30 ft.

14 (+2) 9 (-1) 12 (+1) 10 (+0) 10 (+0) 12 (+1)

Skills Intimidation +3, Persuasion + 3
Senses darkvision 120 ft., passive Perception 10
Languages Common, Goblin
Challenge 2 (450 XP)

Special Traits

  • Cavern Camouflage. The cave goblin king has advantage on Dexterity (Stealth) checks while underground in caves and caverns.
  • Cavern Stalker. The cave goblin king can attempt to hide even when only lightly obscured by dim light.
  • Commander. All cave goblins within 120 feet of the cave goblin king who can see and hear it, can make an extra weapon attack with disadvantage as a bonus action. If within 20 feet of the cave goblin king, the attack does not suffer disadvantage.
  • Sunlight Sensitivity. The cave goblin king has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight if it, the target of its attack, or what it is trying to perceive is in direct sunlight.


  • Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.


  • Divert Attack. When a creature the cave goblin king can see targets it with an attack, the cave goblin king chooses another goblin within 5 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead.


Larger than other goblins, kings are content to stay put in the heart of their realm, receiving tribute and worship from their subjects, and viewing themselves as the supreme rulers of their petty empires.

Section 15: Copyright Notice

Game Master's Toolbox Ultimate Bestiary: Revenge of the Horde Copyright 2017, Chris Haskins, Nord Games LLC.

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