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Goblin, Hill Champion

Family: Goblin

Small humanoid (goblinoid), neutral evil

Armor Class 17 (half plate)
Hit Points 33 (6d6 + 12)
Speed 30 ft.

12 (+1) 16 (+3) 14 (+2) 9 (-1) 8 (-1) 10 (+0)

Skills Intimidation +2
Senses darkvision 60 ft., passive Perception 9
Languages Common, Goblin
Challenge 2 (450 XP)

Special Traits

  • Battled Hardened. The hill goblin champion has advantage on saving throws against being frightened.
  • Nimble Escape. The hill goblin champion can take the Disengage or Hide action as a bonus action on each of its turns.


  • Multiattack. The hill goblin champion makes three attacks with its spiked chain.
  • Spiked Chain. Melee Weapon Attack: +5 to hit, range 10 ft., one target. Hit: 7 (1d8 + 3) piercing damage.


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


Veterans of the fighting pits, champions are rare amongst goblins.

Most goblin fighters perish in their first bout against a wild beast or desperate slave, but those few that survive can become dangerously capable with a variety of exotic weapons and fighting techniques.

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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