Goblin Spy

Family: Goblin

Small goblinoid (goblin), neutral evil

Armor Class 14 (leather armor)
Hit Points 13 (3d6 + 3)
Speed 30 ft.

Str Dex Con Int Wis Cha
7 (-2) 16 (+3) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

Skills Deception +2, Insight +2, Perception +2, Persuasion +2, Sleight of Hand +5, Stealth +5
Senses darkvision 60 ft., passive Perception 12
Languages Common, Goblin
Challenge 1 (200 XP)

Special Traits

  • Goblin Guises. The goblin carries a disguise kit and is proficient in its use.
  • Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.


  • Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 3 (1d6) poison damage.


  • Uncanny Dodge. The goblin halves any damage that it takes from an attack that hits it. The goblin must be able to see the attacker.


Lurking in the busy market is a hooded green creature. A goblin spy has snuck into the city to get information. The head of its clan wants to know about the soldiers who guard the settlement. Knowing it is in enemy territory; the goblin will make sure to keep out of the limelight.

Horrible Humanoid. This little monster is a nasty piece of business. It will do whatever it takes to accomplish its mission. Goblin spies spend lots of time in other communities and their envy has grown over time. They’re eager to destroy the societies they’ve become so jealous of.

Deft Disguises. Most of the time these goblins will be wearing some kind of disguise. They carry a disguise kit with them all the time. Many of these spies attempt to pass themselves off as halflings or gnomes.

Nefarious Network. Several goblins spies have contacts with gangs and the Thieves’ Guild. They do favors for each other and often have similar goals.

Section 15: Copyright Notice

Monsters of the City Sins and Virtues A Collection of Monsters for 5th Edition © 2020 Cawood Publishing. Author: Andrew Cawood

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