5e SRD >Creatures >

Goblin Hotman

Family: Goblin

Small humanoid (goblinoid), chaotic evil

Armor Class 14
Hit Points 44 (8d6 + 16)
Speed 30 ft.

11 (+0) 18 (+4) 15 (+2) 5 (-3) 8 (-1) 9 (-1)

Skills Acrobatics +6
Damage Resistances fire
Senses darkvision 60 ft., passive Perception 9
Languages Goblin
Challenge 2 (200 XP)


  • Get Lit. As a bonus action, the goblin can set itself on fire. While on fire, it takes 7 (2d6) fire damage at the start of each of its turns, and its attacks gain special benefits detailed in their descriptions. The goblin only carries enough supplies to ignite itself once; after that it must acquire more before it can use this ability again.
  • Hey, Fight’s Over. If the goblin is on fire, it can extinguish itself as a bonus action.
  • Nimble Engagement. The goblin can take the Dash or Disengage action as a bonus action on each of its turns.


  • Multiattack. The goblin makes one Bite attack and one Leap attack.
  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. If the goblin is on fire, this attack deals an extra 7 (2d6) fire damage, and the smoke and fumes force the target to succeed on a DC 14 Constitution saving throw or be blinded until the end of the target’s next turn.
  • Leap. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: The goblin grabs on to the target, entering its space and moving with the target whenever it moves. While grabbing a target, the goblin has advantage on attack rolls against that target. If the goblin is on fire, the target takes 7 (2d6) damage at the start of each of its turns while the goblin is grabbing it. An attached goblin can be removed by the grabbed character or an ally within 5 feet using by using an action to attempt a DC 16 Strength (Athletics) check, removing the goblin on a success. Any forced movement that moves the goblin away from the target (or vice versa) ends the grab immediately.
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Total Party Kill Handbook - Volume 2 2019 © 2CGaming, LLC. Author Steven Gordon

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