Goblin Sapper

Small • Fey (Goblinoid) • Chaotic Evil

Armor Class 13

Hit Points 18 (4d6 + 4)

Speed 30 ft.

Initiative +2 (12)

STRDEXCONINTWISCHA
8 (-1)15 (+2)12 (+1)9 (-1)8 (-1)8 (-1)

Saving Throws Con +3

Skills Athletics +1, Stealth +4

Gear bomb, dagger, leather

Senses darkvision 60 ft., passive Perception 9

Languages Common, Goblin

CR 1/2 (XP 100; PB +2)

A grinning goblin holding a torch and bomb, covered in soot and makeshift armor.

Volatile Payload. When the goblin takes fire damage (even if that damage would kill it), Constitution Saving Throw: DC 10, the goblin and each creature in a 10-foot emanation originating from the goblin. Failure: 13 (3d8) fire damage.

ACTIONS

Bomb. Ranged Weapon Attack: +4, range 20/60 ft. Hit: 7 (2d6) fire damage, and each creature within 5 feet of the target takes half as much damage.

Special Bomb (2/Day). The goblin either throws a sticky or smoke bomb to a point it can within 30 feet. The bomb turns a 10-foot square centered on the point into either difficult terrain (sticky bomb) or heavily obscures it (smoke bomb) for 1 minute. The smoke can also be dispersed by a strong wind (such as one created by gust of wind).

BONUS ACTIONS

Long Fuse. If the next Bomb attack hits the target, the attack deals its damage not immediately but at the start of the target’s turn.

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

Goblin Sapper

Small • Fey (Goblinoid) • Chaotic Evil

Armor Class 12

Hit Points 10 (3d6)

Speed 30 ft.

Initiative +2 (12)

STRDEXCONINTWISCHA
8 (-1)13 (+1)10 (+0)9 (-1)8 (-1)8 (-1)

Skills Athletics +1, Stealth +4

Gear bomb, dagger, leather

Senses darkvision 60 ft., passive Perception 9

Languages Common, Goblin

CR 1/8 (XP 25; PB +2)

A grinning goblin holding a torch and bomb, covered in soot and makeshift armor.

Volatile Payload. When the goblin takes fire damage (even if that damage would kill it), Constitution Saving Throw: DC 10, the goblin and each creature in a 5-foot emanation originating from the goblin. Failure: 9 (2d8) fire damage.

ACTIONS

Bomb. Ranged Weapon Attack: +3, range 15/30 ft. Hit: 3 (1d6) fire damage, and each creature within 5 feet of the target takes half as much damage.

Special Bomb (1/Day). The goblin either throws a sticky or smoke bomb to a point it can within 30 feet. The bomb turns a 10-foot square centered on the point into either difficult terrain (sticky bomb) or heavily obscures it (smoke bomb) for 1 minute. The smoke can also be dispersed by a strong wind (such as one created by gust of wind).

BONUS ACTIONS

Long Fuse. If the next Bomb attack hits the target, the attack deals its damage not immediately but at the start of the target’s turn.

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

Goblin Sapper

Small • Fey (Goblinoid) • Chaotic Evil

Armor Class 15

Hit Points 58 (9d6 + 27)

Speed 30 ft.

Initiative +2 (12)

STRDEXCONINTWISCHA
8 (-1)17 (+3)16 (+3)9 (-1)8 (-1)8 (-1)

Saving Throws Con +5

Skills Athletics +1, Stealth +4

Gear bomb, dagger, studded leather

Senses darkvision 60 ft., passive Perception 9

Languages Common, Goblin

CR 3 (XP 700; PB +2)

A grinning goblin holding a torch and bomb, covered in soot and makeshift armor.

Volatile Payload. When the goblin takes fire damage (even if that damage would kill it), Constitution Saving Throw: DC 10, the goblin and each creature in a 10-foot emanation originating from the goblin. Failure: 22 (4d10) fire damage.

ACTIONS

Multiattack. The goblin makes one Bomb attack. It can use its Special Bomb before or after this attack.

Bomb. Ranged Weapon Attack: +4, range 20/60 ft. Hit: 18 (4d8) fire damage, and each creature within 5 feet of the target takes half as much damage.

Special Bomb (3/Day). The goblin either throws a sticky or smoke bomb to a point it can within 30 feet. The bomb turns a 10-foot square centered on the point into either difficult terrain (sticky bomb) or heavily obscures it (smoke bomb) for 1 minute. The smoke can also be dispersed by a strong wind (such as one created by gust of wind).

BONUS ACTIONS

Long Fuse. If the next Bomb attack hits the target, the attack deals its damage not immediately but at the start of the target’s turn.

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

QUICK REFERENCE

USING MONSTER VARIANTS

Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.

Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.

Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.