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Forest Goblin Trapper e goblin trapper can use one additional action while setting
Small humanoid (goblinoid), neutral evil the bear trap to attach it to the ground with a metal spike and
chain. If a creature is caught by the trap while it is attached to
Armor Class 12 the ground in this way, the creature is restrained until it can
Hit Points 3 (2d6 − 4) escape the trap.
Speed 30 ., climb 30 . Trip Line (2 actions; 1 action at each end). e goblin trapper
STR DEX CON INT WIS CHA attaches a rope or vine to two points up to 25 . apart and
7 (−2) 14 (+2) 7 (−2) 14 (+2) 8 (−1) 8 (−1) 1 . o the ground. e trip line can be detected with a DC 12
Skills Nature +1, Stealth +4 Wisdom (Perception) check. If a creature passes through the
Senses darkvision 60 ., passive Perception 9 a ected area it must make a DC 15 Dexterity saving throw or
Languages Common, Goblin fall prone.
Challenge 1/2 (100 XP)
Spike Trap (2–3 actions). e goblin trapper pushes sharpened
Woodland Stalker. e forest goblin trapper can attempt to hide spikes into an area of ground measuring no more than 5
even when only lightly obscured by foliage as a bonus action on . square and covers them up with leaves. e spikes can
each of its turns. be detected with a DC 13 Wisdom (Perception) check. If a
creature enters the a ected area it must make a DC 12 Dexterity
Woodland Camou age. e forest goblin trapper has advantage saving throw. On a failed save the creature takes 5 (2d4)
on Dexterity (Stealth) checks while in the forest
piercing damage.
Actions e goblin trapper can use one additional action to coat the tips
of the spikes with poison. If it does so, any creature who takes
Stake. Melee or Ranged Weapon Attack: +5 to hit, reach 5 . or
range 20/60 ., one target. Hit: 4 (1d4 +2) piercing damage. damage from the spikes must also make a DC 15 Constitution
saving throw, taking 7 (2d6) poison damage on a failed save, or
Set Trap. e forest goblin trapper can spend a number of half as much on a successful one.
actions on subsequent turns to deploy one of the following traps:
Cage Trap (3 actions). e goblin trapper sets up a four-
Bear Trap (1–2 actions). e goblin trapper sets a bear trap walled spring-loaded cage trap 5 . square and large enough
and covers it with leaves and other debris. e bear trap can be for a Medium creature to t in, and covers it with leaves and
detected with a DC 14 Wisdom (Perception) check. If a creature other debris. e cage can be detected with a DC 12 Wisdom
steps on the bear trap, it must make a DC 15 Dexterity saving (Perception) check. If a creature enters the a ected area it must
throw. On a failed save the creature takes 9 (2d8) piercing make a DC 16 Dexterity saving throw. On a failed save the
damage, and its speed is halved until it removes the trap. e creature is trapped within the cage. e creature can use its
creature can use its action on its turn to make a DC 12 Strength action on its turn to make a DC 13 Strength (Athletics) check
(Athletics) check to remove the bear trap. break out of the cage.
Snare Trap (2 actions). e goblin trapper sets a spring-loaded
snare in a 5 . square and covers with leaves and other debris.
e snare can be detected with a DC 14 Wisdom (Perception)
check. If a Small or Medium creature enters the a ected area
it must make a DC 13 Dexterity saving throw. On a failed save
the creature is restrained and pulled upside-down 5 . o the
ground. A creature can destroy the snare, freeing any restrained
creature, by dealing 1 damage to the snare (AC 10).
Weapons, Armor & Items
Stake, and roll a d12:
d12 Item(s)
1–6 1d4 days' fried spider rations
7–9 A trinket (p. 57)
10–11 A tattered coin purse containing 14 (4d6) cp
12 A bag of holding
Trappers take great pride and pleasure in constructing, setting and
maintaining the wide variety of traps littered around the troop’s
range. Most commonly, these will be constructed of local wood,
but occasionally metal can be salvaged from animal traps laid by
more civilized hunters, or from the weapons and armor of unwary
travelers.
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Chapter 3: Goblins

