Goblin Trickster
Small • Fey (Goblinoid) • Chaotic Evil
Armor Class 14
Hit Points 36 (8d6 + 8)
Speed 30 ft.
Initiative +3 (13)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (-1) | 17 (+3) | 11 (+0) | 12 (+1) | 8 (-1) | 10 (+0) |
Skills Sleight of Hand +5, Stealth +7
Gear dagger, leather
Senses darkvision 60 ft., passive Perception 9
Languages Common, Goblin
CR 2 (XP 450; PB +2)

Evasion. If the goblin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the goblin instead takes no damage if it succeeds on the save and only half damage if it fails. It can't use this trait if it is incapacitated.
ACTIONS
Multiattack. The goblin makes two Dagger attacks. It can replace one of these attacks with Confuse.
Dagger. Melee or Ranged Weapon Attack: +5, reach 5 ft or range 20/60 ft. Hit: 8 (2d4 + 3) piercing damage.
Confuse (1/Day). Wisdom Saving Throw: DC 11, one creature within 5 feet of the goblin that it can see. Failure: The target perceives all creatures as goblins and can’t distinguish between friend and foe until the end of its next turn.
Spellcasting. The goblin casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 11):
At will: minor illusion
2/day: blur, disguise self
BONUS ACTIONS
Vanish. The goblin becomes invisible and takes the Hide action. The invisibility lasts until the start of its next turn or ends early after the goblin makes an attack roll, deals damage, or casts a spell.
Goblin Trickster
Small • Fey (Goblinoid) • Chaotic Evil
Armor Class 13
Hit Points 13 (3d8)
Speed 30 ft.
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (-1) | 15 (+2) | 10 (+0) | 11 (+0) | 8 (-1) | 9 (-1) |
Skills Sleight of Hand +4, Stealth +4
Gear dagger, leather
Senses darkvision 60 ft., passive Perception 9
Languages Common, Goblin
CR 1/4 (XP 50; PB +2)

Evasion. If the goblin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the goblin instead takes no damage if it succeeds on the save and only half damage if it fails. It can't use this trait if it is incapacitated.
ACTIONS
Dagger. Melee or Ranged Weapon Attack: +4, reach 5 ft or range 20/60 ft. Hit: 4 (1d4 + 2) piercing damage.
Confuse (1/Day). Wisdom Saving Throw: DC 10, one creature within 5 feet of the goblin that it can see. Failure: The target perceives all creatures as goblins and can’t distinguish between friend and foe until the end of its next turn.
Spellcasting. The goblin casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 10):
At will: minor illusion
1/day: disguise self
BONUS ACTIONS
Vanish. The goblin becomes invisible and takes the Hide action. The invisibility lasts until the start of its next turn or ends early after the goblin makes an attack roll, deals damage, or casts a spell.
Goblin Trickster
Small • Fey (Goblinoid) • Chaotic Evil
Armor Class 15
Hit Points 82 (15d6 + 30)
Speed 30 ft.
Initiative +4 (14)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (-1) | 18 (+4) | 14 (+2) | 14 (+2) | 8 (-1) | 12 (+1) |
Skills Sleight of Hand +7, Stealth +10
Gear dagger, leather
Senses darkvision 60 ft., passive Perception 9
Languages Common, Goblin
CR 5 (XP 1,800; PB +3)

Evasion. If the goblin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the goblin instead takes no damage if it succeeds on the save and only half damage if it fails. It can't use this trait if it is incapacitated.
ACTIONS
Multiattack. The goblin makes two Dagger attacks. It can replace one of these attacks with Confuse.
Dagger. Melee or Ranged Weapon Attack: +7, reach 5 ft or range 20/60 ft. Hit: 17 (3d8 + 4) piercing damage.
Confuse (1/Day). Wisdom Saving Throw: DC 13, one creature within 5 feet of the goblin that it can see. Failure: The target perceives all creatures as goblins and can’t distinguish between friend and foe until the end of its next turn.
Spellcasting. The goblin casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 11):
At will: minor illusion
3/day: blur, disguise self
BONUS ACTIONS
Vanish. The goblin becomes invisible and takes the Hide action. The invisibility lasts until the start of its next turn or ends early after the goblin makes an attack roll, deals damage, or casts a spell.
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.
