| The theoretical leaders of goblin raids are called goblin commandos. In practice, goblin commandos rarely continue to lead their comrades once a battle has begun. Most shirk their responsibilities in favor of wading into the fray and claiming more glory from their tribe-mates. | |
| Perception | +5, darkvision |
| Languages | Common, Goblin |
| Skills | Acrobatics +6, Athletics +6, Intimidation +5, Nature +5, Stealth +6 |
STR +3 , DEX +3 , CON +2 , INT -1 , WIS +0 , CHA +2 | |
| Items | horsechopper, leather armor, shortbow (20 arrows) |
| AC | 17 |
| Saving Throws | Fort +7, Ref +8, Will +5 |
| HP | 18 |
| Speed | 25 feet |
| Melee | 1 action horsechopper +8 (reach 10 feet, trip, versatile P), Damage 1d8+3 slashing |
| Ranged | 1 action shortbow +8 (deadly 1d10, range increment 60 feet, reload 0), Damage 1d6 piercing |
| Special Abilities | Goblin Scuttle reaction Trigger A goblin ally ends a move action adjacent to the commando. Effect The goblin commando Steps. |
Created for Dungeon Masters and Game Masters, World Anvil has everything you need to build your own homebrew RPG campaign setting, and run your games, either online or around the table!
Take the first step. Create your account. Your world and characters await!