Free interactive D&D 5e SRD stat block

Goblin Warrior

Small Fey, CR 1/4, AC 15, 10 HP. Chaotic Neutral.

Small Fey (Goblinoid), Chaotic Neutral

AC
15
Initiative
+2 (12)
HP
10 (3d6)
Speed
30 ft.
ScoreModSave
STR 8 -1 -1
DEX 15 +2 +2
CON 10 +0 +0
INT 10 +0 +0
WIS 8 -1 -1
CHA 8 -1 -1
Skills
Stealth +6
Senses
Darkvision 60 ft.; Passive Perception 9
Languages
Common, Goblin
CR
1/4 (XP 50; PB +2)
Gear
Leather Armor, Scimitar, Shield, Shortbow

Actions

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.

How to run Goblin Warrior

Goblin warriors are CR 1/4 mooks with one trick that makes them feel scarier than the math: Nimble Escape lets them Disengage or Hide as a bonus action every single turn. Run them like skirmishers, never like a line, and the encounter plays the way the SRD intends.

Open from cover at range. Stealth +6 against the party's passive Perceptions, then Shortbow at +4 from 80 ft. for 1d6+2 piercing. If the goblin had Advantage on the shot (Hidden, Help action from another goblin, prone target), tack on the extra 1d4. After firing, Nimble Escape into Hide using the same crate, log, or arrow slit. The party never sees a clean target unless they push aggressively, which is the encounter's whole shape: do the players burn a turn to flush the goblins, or do they sit and trade arrows? The goblin warrior wins the trade because it costs nothing to redo Hide every round.

Once the party closes, switch to Scimitar at +4 for 1d6+2 plus 1d4 on Advantage. Pair goblins so one Helps and the other swings, banking the Advantage rider on every round. Nimble Escape into Disengage means the scimitar goblin can swing, step out of reach for free, and the party's reaction attack never triggers. With AC 15 and only 10 HP, a single hit usually drops one goblin, so the math wants you to spread the damage: never let a PC focus down one goblin while the others escape. Eight goblin warriors is a real fight for a level 3 party because of the action economy, not the damage.

Goblin warriors flee. The moment a third of them are dead or a clear leader goes down, the survivors Disengage into the trees and don't come back tonight. Let them. The same goblins return next session having learned the party's faces, which is the campaign-level value of running them as actual cowards.

Give one goblin a name and a wound from last session's fight. The players remember the bandaged ear and feel the campaign tightening around them.

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

  • Click any number in the stat block — attacks (+12), damage (2d6+7), save DC (DC 20), ability mods, saves, or skills — to roll dice instantly.
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