Free interactive D&D 5e SRD stat block

Goblin Boss

Small Fey, CR 1, AC 17, 21 HP. Chaotic Neutral.

Small Fey (Goblinoid), Chaotic Neutral

AC
17
Initiative
+2 (12)
HP
21 (6d6)
Speed
30 ft.
ScoreModSave
STR 10 +0 +0
DEX 15 +2 +2
CON 10 +0 +0
INT 10 +0 +0
WIS 8 -1 -1
CHA 10 +0 +0
Skills
Stealth +6
Senses
Darkvision 60 ft.; Passive Perception 9
Languages
Common, Goblin
CR
1 (XP 200; PB +2)
Gear
Chain Shirt, Scimitar, Shield, Shortbow

Actions

Multiattack. The goblin makes two attacks, using Scimitar or Shortbow in any combination.

Scimitar. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6+2) Slashing damage, plus 2 (1d4) Slashing damage if the attack roll had Advantage.

Shortbow. Ranged Attack Roll: +4, range 80/320 ft. Hit: 5 (1d6+2) Piercing damage, plus 2 (1d4) Piercing damage if the attack roll had Advantage.

Bonus Actions

Nimble Escape. The goblin takes the Disengage or Hide action.

Reactions

Redirect Attack. Trigger: A creature the goblin can see makes an attack roll against it. Response: The goblin chooses a Small or Medium ally within 5 feet of itself. The goblin and that ally swap places, and the ally becomes the target of the attack instead.

How to run Goblin Boss

A goblin boss is the cornered animal who survived a rougher goblin than itself, and you should run it as the smartest coward at the table. It opens engagements from cover, never picks the front rank, and has at least three lesser goblins or worgs nearby to absorb whatever the party throws first.

The whole encounter pivots on Redirect Attack. As a reaction, when something the goblin can see attacks it, the boss swaps places with a Small or Medium ally within 5 ft. and that ally takes the hit. So mob it. A boss surrounded by four goblin minions is effectively four extra HP pools, and the rogue's first big sneak attack vanishes into a kobold-shaped meatshield. Pair this with Nimble Escape (Disengage or Hide as a bonus action) and the boss can break line of sight every single round, popping out from behind a wagon, throwing two Shortbow shots at +4 for 5 piercing each, then ducking back. Indoors, the Multiattack with Scimitar at +4 for 5 (plus 2 more if it had Advantage from Hide) makes the boss a flanker that always opens with surprise damage.

Bosses do not die for the cause. At Bloodied (10 HP) it tries to bolt, ideally toward a trap it set, a rope bridge it can cut, or a bigger monster it has been managing. Stealth +6 means a successful Hide is the goblin's parting trick. Capturing it alive is the better story, since a goblin boss negotiates fast: it sells the next chamber, the warlord one camp over, and the price of its own freedom in a single sentence.

Have the boss insult one PC by name (Common is on the language list) the first round it acts. The party will hate it correctly, and the dead goblin sticks in their memory.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

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