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Goblin, Wood

Small humanoid, neutral good

Armor Class 13 (natural armor)
Hit Points 18 (4d6 + 4)
Speed 20 ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 13 (+1) 16 (+3) 16 (+3) 10 (+0)

Saving Throws Dexterity +4, Intelligence +5
Skills Athletics +3, Acrobatics +4, Medicine +5, Perception +5, Sleight of Hand +4, Stealth +4, Survival +5
Damage Vulnerabilities fire
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 15
Languages Common, Sylvan
Challenge 1 (200 XP)

Special Traits

  • Innate Spellcasting. The wood goblin’s spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The goblin can innately cast the following spells, requiring no material components:
  • Herbal Medicine. Due to their innate and magical affinity for plants and herbs, a wood goblin always has advantage on Wisdom (Medicine) skill checks. In addition, the wood goblin’s innate cure wounds spells can be imitated herbally without limitation as long as the wood goblin has access to wild plants. However, the herbal versions require 15 minutes to prepare and must be fresh, and thus are not usable in combat.
  • Sneak Attack (1/turn). The wood goblin deals an extra 7 (2d6) damage when it has advantage and hits a target with a weapon on the attack roll, or when the target is within 5 feet of an ally of the wood goblin that isn’t incapacitated and the wood goblin doesn’t have disadvantage on the attack roll.

Actions

  • Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
  • Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  • Poison Cloud (1/day). A 10-foot radius of thick venomous gas extends out from the wood goblin. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn and it takes 7 (2d6) poison damage. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can’t take reactions.

About

Colored in dark browns and greens, this little humanoid appears outfitted for wilderness survival.

Wood goblins are the most compassionate of the elemental goblins, but they too decided to stay and resist the fire goblins’ designs of conquest. Instead of hunkering down in fortresses, as the stone goblins did, the wood goblins preferred to remain mobile and to resist the fire goblins’ evil wherever they encountered it. When they prayed to this end, they were answered by a deity that the wood goblins call Freedom’s Will. Freedom’s Will granted them abilities to counter the fire goblins’ injustice through stealth, subtlety, and even kindness.

Wood goblins will only attack those they believe to be truly evil. Otherwise, they will always attempt a diplomatic solution before fighting. When they do decide to mete out justice, they use guerrilla and skirmishing tactics, ambushing foes and then melting silently back into the wilds. They use nonlethal traps to defend their homes, and they treat prisoners well when they take them.

Wood goblins are nocturnal and come in dark, woody colors, usually browns and greens, to blend with the nighttime wilderness. They are the smallest of the elemental goblins, though a wiry strength means they weigh a bit more than the wind goblins. They keep their curly hair in tight braids.

Section 15: Copyright Notice

Tome of Horrors © 2018, Frog God Games, LLC; Authors: Kevin Baase, Erica Balsley, John “Pexx” Barnhouse, Christopher Bishop, Casey Christofferson, Jim Collura, Andrea Costantini, Jayson ‘Rocky’ Gardner, Zach Glazar, Meghan Greene, Scott Greene, Lance Hawvermale, Travis Hawvermale, Ian S. Johnston, Bill Kenower, Patrick Lawinger, Rhiannon Louve, Ian McGarty, Edwin Nagy, James Patterson, Nathan Paul, Patrick N. Pilgrim, Clark Peterson, Anthony Pryor, Greg Ragland, Robert Schwalb, G. Scott Swift, Greg A. Vaughan, and Bill Webb