Goblin, Hill Bomber

Family: Goblin

Small humanoid (goblinoid), neutral evil

Armor Class 15 (leather armor, shield)
Hit Points 7 (2d6)
Speed 30 ft.

8 (-1) 14 (+2) 10 (+0) 8 (-1) 9 (-1) 8 (-1)

Senses darkvision 60 ft., passive Perception 9
Languages Common, Goblin
Challenge 1/2 (100 XP)

Special Traits

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


  • Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 +2) piercing damage.
  • Bomb. The hill goblin bomber throws a bomb to a location within 30 feet. When it explodes, all creatures within 10 feet of the bomb must make a DC 13 Constitution saving throw, taking 10 (3d6) thunder damage on a failed save, or half as much on a successful one. Additionally, all creatures within 20 feet, of the bomb must make a DC 10 Dexterity saving throw, taking 3 (1d6) piercing damage on a failed save, or half as much on a successful one.


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


Pairing goblins’ innate ingenuity when it comes to dangerous and painful weapons with the more advanced craft available to the hill troops, bombers make use of a rudimentary gunpowder consisting of sulphur, charcoal and bat guano, generally paying for their craft with a finger or two.

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 section 15 entry - see the full license for this page