Monster Mondays #2: Goblins
Goblins. How can you not love them? They’re tiny, adorable, mischievous, adorable, horribly brutal and bloodthirsty… OH and really damn adorable. But recently, a DM friend of mine was telling me how she has trouble with goblins. Due to them having very low stats, most DMs send a handful against a party, and end up causing a TPK, because they underestimated the gobbos. So, let’s take a close look at the little green scoundrels.
AC: 15 (leather armor + shield) or 13 (without shield)
Average likelihood of being hit by PCs: 30 - 45%
Highest skill: Stealth +6
Senses: Darkvision 60 ft.
Average Damage dealt per Round: 6 (3-8) slashing or piercing.
Probability of hitting the PCs: 50 - 75% (on average)
.Nimble Escape: The goblin can Disengage or Hide as a Bonus Action
Language: Goblin. The goblins can fluently talk, write, and read goblin-ese.
Other Creatures that Dwell in the Same Environment: Goblins are civilized. They hang out with other goblinoids (bugbears & hobgoblins), more powerful humanoids (orc bandits, drow wizards), and with animals that they have tamed (worgs, dire wolves, blood hawks, owlbears, bears in general, almost any forest critter you can think of , death dogs). Other creatures that accompany goblins include druids, ogres (and onies), hill giants, and sometimes kobolds.
With the numbers done, lets move on to Strategy talk…
From reading the facts above (and the stat-block in the book), the following things should be made clear…
Goblins are hard to get a good hit on. With an average attack modifier of +3, most players will miss half the time, remember this! That said, most goblins will go down in 1-2 hits (for a level 1 party). That said, a single goblin won’t last long against a Party of PCs.
Goblins have two attacks: scimitar (melee) and shortbow (ranged). This makes goblins very versatile creatures, able to fight both face-to-face, and from afar. Keep in mind, on average they deal about 6 points of damage. This means a few hits against your Lv.1 Wizard will KO him. Keep this in mind when you consider…
Goblins are very good at stealth. The Nimble Escape feat allows them to run out of most battle encounters and attempt to stealth into the background. Remember: an creature in stealth cannot be hit by direct attacks. Being able to pop in and out of cover gives goblins a major advantage.
So then, let’s talk strategy…
I’ll let you in on a little secret. In D&D, combat is primarily influenced by the number of participants. Whichever side has more people will have the greater advantage, because that side will get to attack more. A band of 3 goblins is disadvantaged against a party of 5 PCs, because each goblin will get 1 hit in, while the party will get AT LEAST 5. Meanwhile, a band of 6 goblins already means one of the PCs will get hit more than once, which at levels 1-3 could be deadly. So consider the following strategies for making a compelling goblin fight.
Strategy 1: United We Stand.
Goblins are rogue creatures. They are not meant to fight anyone alone. So first off, never just throw 1-2 goblins against your Party. Even if you party consists of 3 players, 1-2 goblins is nothing to them. You could make the fight tougher by throwing some 6-7 goblins against your 3 Level 1 PCs. But that’s just unfair, and you can’t expect the Party to try and fight their way out of it. Instead consider the term of the month: diversity.
And I don’t mean in terms of representation. I mean enemy diversity. See, the fastest way to make a fight hard, is by throwing in two different TYPES of enemies. If you have a bunch of fighters, that’s fine, anyone can deal with those. But add a goblin shaman (fancy name for “wizard”) and suddenly, the Party formation is broken, they have to multitask. Add a few sneaky ranged goblins, some super tough goblins, and voila, the Party has to keep switching their combat strategies. They can’t just stand and swing their swords anymore, they have to coordinate, protect one another (especially the wizard).
If you want to take this another step further, don’t just stop at goblins. Goblins are civilized (somewhat) and can train wild animals or use food to bait ogres and giants to guard their camps. Use this to your advantage. Imagine: in the middle of the fight, goblins trying their best to hold PCs when suddenly BOOM a hill giant climbs over the battlement and attacks the PCs. Using a different type of an enemy will result again in PCs multitasking, which is where difficulty comes in hand. They’ll have to prioritize, plan, and actually think, instead of mindlessly rolling d20s. Remember, the more diverse your baddies, the harder it becomes for your PC.
WARNING: Don’t go too crazy with this either. Don’t over-diversify your band of goblins, or have there be some 20 odd goblins against your 3 level 1 PCs. Remember to keep it fair. Look at their AC and HP and try to imagine how easy it would be for your PCs to bring it down, before you throw it into the fray.
Goblins are hard to hit, move fast, hide well, and die in one hit. For this reason, goblins make PERFECT cannon fodder. They are great at making PCs burn resources and chipping away at their health. So send small bands of goblins (2-3 goblins). Or instead, have the PCs infiltrate a base filled with goblins, forcing them to either sneak past (which your Paladin will not be able to do, trust me), or fight through small guard posts filled with goblins (and some accompanying allies, like worgs, wolves, etc.) The main focus shouldn’t be on the goblin, instead it should be at their leader.
Goblins are sneaky and very survivable, but they are also somewhat dumb, and easily fall under the influence of their, smarter goblinoid cousins. Consider: hobgoblin. A goblinoid with both intelligence and brawn [we shall discuss goblinoids at a later time]. The whole point of the goblin outposts, of the small skirmishes the Party has with the goblin guards, is to build up leader of the goblins. With their resources wasted, the Party comes up against some hobgoblin or bugbear, with a big pet wolf or something of the like, and suddenly, this fight that seemed pretty easy becomes deadly difficult to the PCs. They are drained, tired, and barely can stand together. The goblin here, sacrifice themselves, for the sake of helping their leader have an easier time fighting the Party. Because even with easy battles, the Party uses up potions, scrolls, spell slots, daily feats, etc.
If the fight is still easy, you can always just throw in a few more goblins that have come to help their boss, or were awaiting in their bosses chamber for an ambush. Whatever you want.
And with that we end our talk of goblins. I hope you have learned some new cool things from this. If not, I still hope you enjoyed the read. Please message me telling me what parts you liked, disliked, what could I change, what could I keep the same. Your comments are priceless to me.