
Trying to get a faster style, rendering mightve dropped a bit. Their equipment depends on their mission, but often includes poisons and caltrops that are used to cover their escape in the event that they are discovered or interrupted. Bandito & Goldie Chops, veteran goblin sappers from the third war. Goblin assassins prefer to strike when their target is totally helpless, infiltrating towns or camps under cover of darkness and having no qualms about killing sleeping victims. Goblin assassins are much more grim and focused than the average Goblin, keen observers who prize their own survival and always have an eye out for potential targets or ambushes. Hit: 1d4+2 Piercing damage + poison (see below)ĭescription: While Goblins are not known for being particularly well-focused on any particular task, their natural small size, natural stealth, and basic self-centered ruthlessness can make then useful spies on assassins for a leader who has sufficient strength of will and arms to keep them in line and compel them to stay focused on their mission. Hit: 1d4+2 Piercing damage.ĭarts (5): Ranged Weapon Attack, +4 to hit, Range 20/60, one target. Carrion Crawler Mucus (DMG), Serpent Venom (DMG), and Basic Poison (PHB) are all common.ĭagger: Melee or Ranged Weapon Attack, +4 to hit, reach 5 ft., range: 20/60, one target. Poison: Many goblin assassins use poison, particularly on their darts (which are often used to cover an escape).

In addition, hits against surprised targets are automatically critical hits. Sneak Attack +2d6 damage 1/round against targets the Goblin has advantage againstĬunning Action: The goblin can take the Hide, Dash, or Disengage action as a bonus action on each of its turns.Īssassinate: The goblin has advantage on any creature that has not yet taken an action in combat. Senses: Darkvision 60 ft., passive Perception 15 Skills: Stealth +6, Perception +5, Acrobatics +4, Investigation +3, Athletics +3, Sleight of Hand +4 When the assassin gets 0 spells per day of a given spell level. Assassin bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the assassins Intelligence bonus (if any). 180) The assassin is the master of dealing quick, lethal blows. I can't constantly have my orcs run back and forth and leave my dungeon defenseless, but maybe that's what I'm supposed to be doing.įor a mission early in the game like this, it feels a bit confusing.Here's some stats for a goblin assassin- mine are acting as spies for well-organized Hobgoblin mercenary company that is working for the main antagonist in my game, but they could easily be slotted in as Dhakaani goblins for a Eberron campaign. I'll have to restart this mission, I'm guessing, but I'm wondering if something was supposed to happen to give me another assassin if the 2nd one got killed.

Probably, that princess (or whatever was announced) killed him. I got distracted by opponents in my dungeon, so I left both goblins there (one dead, one in a room), and now there is one goblin assassin showing in the box on the left, but I cannot select him, and I cannot get back into the cave where I left him. I received a second goblin assassin and got further - in the room past the first door and outside the second door where I'm warned about avoiding some person or other. I didn't know about the stealth kill ability (until after I searched about THIS issue), so it died. I'm in the mission where you first encounter goblins.
