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Goblin, Coal

Family: Goblin

Small humanoid (goblinoid), neutral evil

10 (+0) 20 (+5) 12 (+1) 11 (+0) 15 (+2) 8 (-1)

Armor Class 17 (studded leather)
Hit Points 18 (4d6 + 4)
Speed 30 ft.
Skills Perception +7, Sleight of Hand +7, Stealth +9
Senses darkvision 120 ft., passive Perception 14
Languages Goblin, Ledean, Orcish
Challenge 2 (450 XP)

Special Traits

  • Assassin’s Strike. If the coal goblin deals damage, it can use its reaction to add 7 (2d6) piercing damage.
  • Net Expert. The coal goblin can use a bonus action to give itself advantage on a net attack roll.
  • Stonecunning. Whenever a coal goblin makes an Intelligence (History) check related to the origin of stonework it adds +4 to the roll.


  • Net. Ranged Weapon Attack: +7 to hit, range 5/15 ft., one target. Hit: The target is restrained.
  • Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
  • Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 8 (1d6 + 5) piercing damage.


As assassins-for-hire, coal goblins carefully stalk their prey, waiting for the perfect moment for an ambush. They never get involved in straight-up brawls. If the target is alone, the goblin might use its net first and then begin to stab. If the target has company, the goblins will use nets to keep other combatants tied up and then surround the victim.


The creature looks much like any other goblin, though its wrinkled, coal-black skin underneath its dark somber clothing is unusual. Hard eyes glint as it surveys its surroundings and brings its sword to the ready. Its lack of expression proves that it is a practiced killer.

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