Goblin, Hill Driver

Family: Goblin

Small humanoid (goblinoid), neutral evil

Armor Class 16 (chain shirt, shield)
Hit Points 17 (5d6)
Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Skills Intimidation +2
Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin
Challenge 1 (200 XP)

Special Traits

  • Commander. Any goblinoids within 60 feet of the hill goblin driver that can hear it add +1 damage to their attacks.
  • Nimble Escape. The hill goblin driver can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

  • Multiattack. The hill goblin driver makes two melee attacks.
  • Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
  • Whip. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 3 (1d4 +1) slashing damage.

Reactions

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

About

Sometimes a chief will have a driver to keep underlings in line rather than doling out beatings personally. Particularly cruel and sadistic, even by goblin standards, drivers will also take delight in taking charge of the troop’s captives.

The best fighters amongst the rank-and-file, warriors are the most able to acquire (and keep hold of) good quality weapons and armor, and act as leaders amongst raiding parties.

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