Goblin, Hill Archer

Family: Goblin

Small humanoid (goblinoid), neutral evil

Armor Class 14 (leather armor)
Hit Points 7 (2d6)
Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 7 (-2)

Skills Stealth +4
Senses darkvision 60 ft., passive Perception 9
Languages Common, Goblin
Challenge 1/4 (50 XP)

Special Traits

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

Actions

  • Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 2) piercing damage.
  • Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 2) piercing damage.

Reactions

  • Slippery. If an attack on the hill goblin archer misses, it moves 5 feet away without provoking an opportunity attack.

About

Most goblins prefer to attack a target which can’t hit them back.

However, few but true archers have the skill or patience to learn to master the bow.

Section 15: Copyright Notice

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

This is not the complete license attribution - see the full license for this page